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{{Info races
{{Info races
|image = Orki.png
|image = Orcrace.jpg
|pronunciation = Or-k
|pronunciation = Or-k
|classification = [[Gorr]]
|classification = [[Gorr]]
|subraces = None
|subraces = Orc, Arak, Gorak, Nōthorc
|nicknames = Greenfolk, Brute Lords, Swamp Ogres, Green Menace
|nicknames = Armor lords, Brute Lords, Wild Menace
|languages = [[Vashkularr]]
|languages = [[Vashkularr]], [[Vashnōlor]] (all Orcs gain access to both Languages)
|naming = Harsh sounding first names and surnames. First names are usually short while surnames are longer. Surnames are often translated from their occupation or some feat they have done, and may differ within the same family, they should never be just common words but rather something Orc sounding.  
|naming = Harsh sounding first names and surnames. First names are usually short while surnames are longer. Sumerian Real-Life names are usable as lore compliant names.


|distinction = Broad and strong, war loving species with a brutal history
|distinction = Broad, strong, war-loving species with a brutal history.
|maxage = 90 years
|maxage = 120 years.
|height = 5’5” - 7'
|height = Varied depending on subrace.
|eye = Gray sclera with brown or blue irises
|eye = Gray sclera with brown, blue, green, or yellow iris.
|hair = Raven Black, Dark Auburn, Ochre Brown, or Cherry Brown
|hair = Raven Black, Dark Auburn, Ochre Brown, or Cherry Brown.
|skin = Varying based on clan descendance
|skin = Varied depending on subrace and Clans.
|}}
|}}
The fierce warrior culture of the Orcs is renowned and feared across the world, a reputation powered by their violent history and presence among the many state armies of modern [[Alorian]] states. Originally hailing from the savage continent of Guldar, the Orcs lived in a tribal, clan-like structure before their sail west during the [[Cataclysm]]. They made their grand entry on the world stage when the [[Elven Empire]] was already in a state of civil war, invading the remnants of the weakened Empire like a savage horde and crushing what little resistance was left after the Demonic invasions. The Orcs have, since these early days, shown a great skill in adaptation, rapidly developing as a quasi-civilized race with an uncanny ingenuity for weapons development with which to drive warfare. Orcs live and dream of combat at all times, so it should come as no surprise that many Orcs in modern times have become mercenaries and gladiators for hire, perfecting hand to hand combat and filling ranks as shock troopers that other less physically-capable races could not. With strong, broad physiques, and natural resilience to physical punishment, any Orc is a fearsome foe in single combat, matched by none and being the strongest Race in [[Aloria]] on average. Orcs remain scattered across the world, their political structure too unstable for unification or continuous rule, though this is perhaps for the better, as one would not even want to think of what might happen if the Orcs came together and set out to conquer the world.  
Hailing from the fiercely independent and militaristic Pōlorc in the west of [[Daendroc]], the Orcs are renowned and feared fighters across the world, with a reputation for combat brutality and efficiency that is barely equalled, even among the professional armies of the [[Regalian Empire]]. Much the same as the [[Altalar Princedoms]] that still exist in the wake of the [[Allorn Empire]], the Orken Pōlorc, or Mound Cities, exert their influence over each other in a near-constant state of war and infighting. The Orcs are a relative newcomer [[Race]] to what is commonly seen as the main theatre of the world of [[Aloria]], but have existed for many centuries prior on lands far away, which they were forced to leave due to ecological collapse. Following a relentless journey across the far western oceans, they landed on the Daendroc coasts, using their military efficiency and destructive warfare tactics to cause the hastened collapse of the Allorn Empire. Orc colonies arose far and wide, which eventually developed into the Pōlorc that continued to subjugate the other Races in the area to fuel their military structure. Orcs are frequently thought of by other Races as dirty, brutish, and savage, with no respect for spirituality or diplomacy, but this could not be farther from the truth. With an old culture and tradition steeped in the worship of the dead and training for the future, the Orcs quickly made their mark on the world, becoming some of the most sought after military mercenaries and warriors, with legendary tales of powerful Orcs spreading far and wide. Despite each Pōlorc only having a small region under its direct control, by the service of the Gornanc in Orc society, Ikōcnanc products produced in the wake of Orc conquest have become a staple in many households. Indeed, the Orc have rapidly raced to the forefront of Alorian politics, perhaps not as the savviest politicians, but certainly as the most effective and powerful tool to be the deciding factor in many wars.  


==Physical Characteristics==
==Physical & Mental Characteristics==
Orcs are bulky and large humanoids that resemble a mixture between an [[Elf]] and an [[Ailor]], who has spent far too much time performing strenuous physical exercise. However, Orcs rarely, if ever need to actually partake in any physical exercise, owing to a unique internal organ known as an Orvhil, which constantly develops a muscle-enhancing substance that allows Orcs to maintain an impressive musculature without working for it, by rapidly metabolizing the protein content of the meat they eat, which makes up around 90% of any Orc’s diet. Aside from their constant muscular state and lack of fat accumulation, standard Orcs are just a bit taller than regular [[Ailor]]. Their height ranges from 5’5 to 6’11, regardless of gender. Despite the height similarity of an Orc to the average Ailor, however, they are roughly 50% stronger, enabling them to carry 50% more in terms of weight, push 50% harder, and resist blunt-force trauma much better. An unarmed and unarmored Orc can easily defeat any other race in single combat, save for Url. In most cases, Orcs need to be taken on by two individuals, or, for the weaker [[Elves]], groups of three or more.
[[File:Grayorc.png|260px|thumb|right|Gray Orcs are rarely seen.]]
[[File:Red_orc.png|260px|thumb|right|Orcs have taken well to Imperial style clothing in Regalia. This Red Thorall Orc uses a variety of Imperial pieces.]]
[[File:Trollllol.png|260px|thumb|right|Arak Orcs can be distinguished by their more slender proportions, for an Orc.]]
Aside from their impressive musculature, Orcs don’t look very different from other humanoids. They have roughly the same bodily proportions as Ailor (though the males tend to have more body hair). They do have thicker arms proportionally, with bigger musculature, and a larger shoulder and neck frame, which often causes Orcs to be called bull-necked. Their heads look somewhat smaller in proportion as a result, and they are also not able to turn their heads further than 80 degrees in either direction because of the musculature constraining their movement. Orcish men and women appear very similar, resulting in them being labeled unattractive by most other races. This is doubly so for Orcish females, who are more often than not mistaken for males. Above the neck, Orc facial features set them apart especially from other races. Orcs have enlarged brow bones, causing their eyes to look smaller and sunken into their head, resulting in an almost permanent angry expression. They have strong, square jaws and an overall thick skull with strong cheekbones. Their nose is smaller than all other races, and higher up on their face, while often also pressed flat, or turned down. To accommodate an Orc’s tusks, Orcs have much larger mouths and prominent underbites to prevent damage to the face from their own teeth. Orc hair grows thick and long quickly, both on their facial hair and on top of their head, but most Orcs shave the hair on their head for combat reasons. Orc Hair colors range in the very dark spectrum, from raven black to very dark gray or red-tinted brown. Orc hair is suitable for straight growing, wild growing, or producing dreadlocks out of, but can never be curly.  
[[File:Iknowyoustillreadthesesozzer.png|260px|thumb|right|Half-Orcs raised in Orc culture are encouraged to be violent and cruel.]]
[[File:OrcTribes.png|260px|thumb|right|Three Orcs, each of a different Orc Tribes, in profile.]]
[[File:Totallynotcropped.png|260px|thumb|right|Long hair is actually quite popular in Orc society for men, unlike other races.]]
Orc eyes are varying, though they follow the same color pattern. Their sclera are always gray (though not as dark as [[Kathar]] or possessed individuals) while their irises are either brown or blue, with more dull colors being the norm, though many shades for these two colors are possible. Their teeth seem darker than that of Ailor. Orc voices are always deep, even for the women, though a certain female quality can always be discerned from their voices. Orc ears are like those of Elves, but less elongated and more rounded; certainly still with the identifiable pointed tip, but are closer to the head, and with a larger earlobe. Finally, Orcs have a variety of skin tones which are highly dependent on the tribe they come from. Orc structure is varied, meaning Orcs from different tribes can intermingle in the same clan, so mixing of skin colors happens frequently. There are a handful of main colors:
[[File:Danceorc.png|260px|thumb|right|Orcs are incredibly vain about their physical prowess and will boast about it.]]
[[File:Trollo.png|260px|thumb|right|Arak usually look more savage than other Orcs, even if they are actually more intellectually disposed.]]
[[File:AngrsdaOrc.png|260px|thumb|right|An Orc giving into the Thrift is more beast than Orc.]]
[[File:Baredchest.jpg|260px|thumb|right|Orcs sometimes wear a Patharq, a neck-belt to prevent neck contact to others.]]
[[File:Vultariarmy.png|260px|thumb|right|Orc body-fit armor has become popular in Regalia following exposure to their armor craft.]]
[[File:Orcbabbuy.png|260px|thumb|right|Orc and Half-Orc babies don't appear much like Orcs at birth, their tusks setting in later.]]
[[File:2cc22f52536e636a46a19350199b3339.png|260px|thumb|right|Orc hair can be naturally unruly and requires a lot of grooming to look half decent.]]
[[File:Orkydork.jpg|260px|thumb|right|Mariner Orcs are rare and not often spoken about, but they do exist. To them, battle is just battle, water or land.]]
[[File:EGb07 vXUAAWO8k.jpg|260px|thumb|right|Orc skin tones vary quite a lot.]]
[[File:EIyZMCHWoAAYTx4.jpg|260px|thumb|right|Orc skin can both be vibrant and more muted, sometimes resulting in Orcs not properly seeing their own skin tone.]]
[[File:Feb6edac30fece6a0cc8b31705906d16.png|260px|thumb|right|Regalian clothing is popular among Orcs in Regalia, even if they have to be creative due to size constraints.]]
[[File:Halffu0.png|260px|thumb|right|Half-Orcs always inherit their Orc parent physical size.]]
[[File:Richcolors.jpg|260px|thumb|right|Orcs prefer wearing clothing that is rich and dark in color, as they can distinguish those colors easier.]]
[[File:Entertainment.jpg|260px|thumb|right|Half-Orcs are usually relied upon in Orc society for entertainment.]]
[[File:Orcdaddy.png|260px|thumb|right|Orc tusks are very strong, but can actually dislodge and grow oddly if injured.]]
[[File:Orcmedicine.png|260px|thumb|right|Orc society has a strong medical care system. Orc cities in fact offer free healthcare to wounded Orcs and veterans.]]
[[File:Stareorcme.png|260px|thumb|right|Orcs with yellow eyes are sometimes mistaken for Silven]]
[[File:Orckisilv.png|260px|thumb|right|Orcs sometimes shave their eyebrows for aesthetic considerations, believing it makes them more imposing.]]
[[File:Orcjar.png|260px|thumb|right|Orcs have a great love for bronze jewelry, even among the more disciplined males.]]
[[File:Gentlehalforcc.png|260px|thumb|right|Half-Orcs can be gentle and kind, but more often than not are they cruel and violent.]]
[[File:Thristanger.png|260px|thumb|right|Orcs or Half-Orcs in aggressive Thrift have a certain piercing stare that is always a telltale sign of the Thrift.]]
The Orc Race can be categorized between three major tribes, though these tribes are not what one would traditionally see as a tribe. In Orc society, a tribe refers to the original tribes that waged war on Guldar so many centuries ago, from which all the current populations descend. There are three main tribes called the Orcōn (what one would normally see as an Orc), the Arak (what Ailor incorrectly identify as [[Trolls]]) and the Gorak (which are similar to goblins). Additionally, [[Half-Orcs]] are also integrated into the Orc Race. This is what sets the Orc Race apart in terms of [[Half Race]] rules; Half-Orcs are actually integrated into the Orc Race and society completely as a subspecies (even if they technically aren’t one), referred to as Nōthorc. More common Orc traits like skin tones and eye colors are described further below in the common section.


*'''The Dark Ungwar''' have a dull gray skin color with a visible tint of green, though not as vibrant as the Green Baq Tribe. This skin tone is somewhat reminiscent of the Kathar, but so distinctly green still that it is not mistaken for Kathar.
===Orken Subspecies===
*'''The Red Thorall''' Tribe has a reddish and ochre tinted brown skin tone. This skin tone is similar to that of the [[Qadir]], but always has more of a reddish tone to it, similar to that of the Avanthar, but more vibrant.
====Orcōn Orcs====
*'''The Green Baq''' Tribe has a greenish and sometimes cyan-tinted green skin tone that is entirely alien when compared to the other races. This is the color that most Orcs have.  
The Orcōn are what one would consider the most standard Orc, and what other Races are most familiar with seeing on the battlefield or in their cities. Orcōn, however, are the least numerous type of Orc, but at the forefront of Orc society. Orcōn can best be described as taking what a very muscular [[Ailor]] looks like, giving them a green-ish skin-tone, bigger proportions, and tusks. Indeed, Orcōn look relatively comparable to Ailor in terms of their proportions, but their build is far more prone to strong muscular builds and wide shoulders. The Orcōn are naturally built for combat and warfare, with strong arms and legs, and an even stronger core and neck to afford them stamina and endurance. Their heads look equally imposing, with two large canine tusks sticking out of their bottom jaw, a smaller nose, deep-set eyes, and strong brow bones, rounded towards pointy ears. Most Orcōn have a stern or aggressive passive expression, which causes other Races to think they are always angry.  
*'''The South Zurakk Wall''' Tribe has a somewhat olive-green, though bordering into tan yellow skin tone that is very reminiscent of Half-Orcs. For many, South Zurakk Wall Tribe Orcs are still on the spectrum of the Green Baq Tribe green, because their olive like skin is very close to the greens of said Tribe.
*'''Cross-breeding''' among the Tribes results in mixed colors, though usually only on first generations. For example, if a Red Thorall Tribe and Dark Ungwar Tribe member mate, their first borns will be of a very dulled ochre red-tint brown skin color. However, should this offspring then mate with a Green Baq Tribe member, their children will in all likelihood have the green tinted skin color. Mixed skin color Orcs are always recessive when it comes to passing on their skin color to children.
* '''Half-Orcs''' always have the skin tone of the non-Orc parent modified with a slightly more duller and green tinted hue. Why this occurs even when the Orc parent is from a non-Green skin colored tribe is likely related to the fact that the Green Baq tribe is the oldest historical source.


Orcs also have a number of genetic benefits that Half-Orcs (but not any further diluted offspring) have as well. Aside from the Orvhil Organ that gives them their innate muscular build, Orcs also have two hearts of the same size that help blood circulation. The fact that Orcs have two hearts means that they are capable of sustaining combat for much longer, as blood will continue to rush oxygen through their body at a high rate. Even if one heart stops, for example by means of a heart attack or poison, the other heart will continue to beat. That being said, if one of the two hearts stop, Orcs become far more sluggish and less strong. Additionally, Orcs have a small stomach attachment organ called the Utrond, which creates a specific enzyme that catalyzes weak alcohols and toxins, including poison, giving them an effective immunity to orally ingested poisons, as well as lesser alcoholic drinks. It is important to note, however, that Orcs are still vulnerable to poisons that are intravenously inflicted. Orcs only start feeling the alcoholic content when drinking [[Url Vodka]] or [[Anglian Blackbrew]]. Orcs also have their own high alcohol concentrated alcohol that is specifically distilled for their tastes. These enzymes also prevent Orcs from vomiting. Orcs are physically incapable of expelling their stomach contents and in most cases, in order to pass toxic chemicals, simply break them down in their intestines. Orcs are even able to break down small bone fragments and other smaller hard substances like shells or stems. They frequently consume raw meat and experience no negative side effects. Finally, Orc organs and blood are toxic to a number of invasive species and parasites. Notably, Oorl worms liquefy when trying to attach to an Orc as a host; Orcish resilience to parasitic species like fleas, lice, and ticks extends to Oorl worms, killing them upon entry. Due to this, parasitic organisms and insects are repelled from Orcs. As much as other races try to depict Orcs as dirty and grimy creatures, they are actually very clean because of this and disease rarely occurs among them.  
Orcōn (both the name of the class and subspecies) are the military caste of Orc society, and they think in much the same manner. They are disciplined when it comes to military conduct, finding honor in following orders from a superior, and spending most of their free time training for warfare. Orcōn enjoy warfare to the fullest, finding the adrenaline of combat itself intoxicating, but can also be pensive and slow to act outside of it as they carefully weigh their options against their morality and honor. Orcōn are capable of great intellect, but frequently choose to only push this into their military pursuits, as they have no need to cultivate knowledge on any other discipline. Orcōn are obsessed with the concept of Orken honor, which they derive from their Orc Code, passed down from generation to generation. However, they can still carouse and party if the setting is right and enough Orc alcohol has flowed (since Orcs are less sensitive to Ailor and [[Nelfin]] brews). The Orcōn are fanatically supportive of the way Orc society functions, mostly because they benefit greatly from it. Orcōn speak their mind and speak it very clearly, leaving very little open for interpretation. This means that any Orcōn that speaks in passive aggression or sarcasm has learned this from Ailor society, as they are natively incapable of understanding it. They have a temper, but it is rather slow to burst, given that they believe strongly that Orcōn should remain dignified and only unleash their rage on the battlefield.  


Finally, Orc mating follows a number of special exceptions. Orc Males have a voracious appetite for it, but are physically incompatible with females of all other species for proportional reasons. If a Half-Orc is to be conceived, it is always from an Orc mother and never from an Orc father, whose Races can instead be Ailor, Qadir, Songaskian, Kathar or Avanthar, though no other Race. As for Orc males and females however, impregnation follows a strange process. Orc females are highly fertile, and become pregnant on the first try; however, an Orcish woman may consciously close an internal muscle, preventing pregnancy in all attempts. Luckily for the rest of the world, Orcs have a number of cultural reasons why they would choose not to constantly reproduce (consult culture below). The carrying period for an Orc child is a mere four months, after which the child is born. Newborn Orcs are however extremely fragile. While an Ailor baby could survive in the open air for quite long, an Orc child is (by Ailor standards) born too soon, and needs to be kept warm and protected from the environment for several months. After three months of being sheltered however, an Orc child will rapidly grow up. They transition into puberty at the age of eight, when they are already the size of an Ailor 18 year old, and are barely indistinguishable from adult Orcs at the age of 14 when their musculature has grown exponentially, though their mind only becomes fully developed at age 18. Orcs can live up to 90 years of age, but rarely do so because of their violent nature and the fragility of old age. Orc women also continue to be fertile into advanced age, far beyond any normal Ailor.  
Not all Orcōn who are born as a purebred Great Orc (as Orcōn are also sometimes called) become part of the Orcōn class. Orcōn engage in a great deal of racial eugenics where strong Orcs mate with strong Orcs to produce healthy and strong offspring. Effectively, undesirable traits were bred out many centuries ago, but occasionally Orcs might be born with less than desirable traits. This can sometimes be as mundane as having a slightly less imposing physique or being short. These traits are considered failures to the Orcōn ideal of masculine power, so these Lesser Orcs become Orcōngaar. Orcōngaar are the same as Orcōn in most senses, aside from their less imposing appearance. They have a special role to fulfill in Orc society, detailed further below.  


For Half-Orcs, consult the [[Half_Races#Half-Orc|Half-Races]] Page.
====Arak Orcs====
The Ikōcanc (a class of Orc from the Arak subspecies) are what is usually incorrectly described as trolls. This mostly comes from incorrect oral tradition among [[Northland Ailor Cultures]], who compare Arak and Troll features, finding similarity, and calling them the same. Unlike Trolls, Arak Orcs are intelligent, probably even more so than Orcōn, The Arak appear much like Orcōn, but are more hunched over, and are far less broad. Proportionally they look much the same, but slender, and with longer ears and a more elongated angular face. Their tusks are also thicker and larger than those of Orcōn, while they additionally also have sharp top-jaw canines much like [[Vampire]] teeth. Combined with strong jaw power, Arak actually have jaws strong enough to bite through most bone to break them.  


==Orc Valuur==
Despite their physicality being much the same as Orcōn except much more slender, Arak have a very different mentality. Arak generally prefer to avoid combat (though many of them still serve as skirmishers and logisticians in armies due to their excellent eyesight and hand-eye coordination). Arak are soft-spoken, prefer tinkering with things and inventing things, rather than interacting with others, and are generally very organized and tidy people. They aren’t inherently anti-social, it’s just that they believe work is best done in silence and solitude, not while constantly being interrupted by outside distractions, meaning they are quite thrifty and dedicated to their work. Arak can however also be great party people, with a great ear for music (and ability to play it), and deep knowledge of Orc oral tradition and customs, which other Orcs love to hear about. Arak, as long as they aren’t working, like talking, and they like talking about things they know best, so that they can either teach others, or learn to understand it better by learning from others.
[[File:Danceorc2.png|260px|thumb|right|Orcs are proud of their physique. This Green Baq Orc embellished himself with a lot of gold. Shaving off bodyhair is also not entirely uncommon among Orcs, favoring physical vanity.]]
Valuur Orcs are in many ways identical to regular Orcs, but slightly different in some ways. Valuur Orcs are considered by some Orcs to be weaker born Orcs, but this isn’t strictly speaking true. It is correct that Valuur Orcs aren’t as strong as natural Orcs, who have a 50% strength increase to Ailor, while Orc Valuur only have a 10%, 20% at most increase, though they do possess other strength factors that regular Orcs do not have. Orc Valuur are rare, being born once every 50 births, though have a set of consistent physical and mental traits outlined below:
*Valuur Orcs have the same facial proportions as regular Orcs, though look ever so slightly less savage. Their tusks are the same size, as are their eyes, though their brows are slightly smaller, and their jawline less squared.
*Valuur Orcs largest notable difference is their bodily proportion. While they still have the same Orc frame, their musculature is always slightly more defined than Ripped, lacking the classic Muscular or Strongman build, and appearing as a more slender Orc.
*All Valuur Orc organs and internal functioning are exactly the same as regular Orcs, though they are not allowed to participate in the Orc Hierarchy through challenge. They can attain all the ranks up to Wargod, but only by convincing Orcs to let them lead them, not by challenging them.
*Instead, Valuur Orcs gain +10 Unarmed Combat Skill, +10 Siege Combat Skill and +10 Metallurgy Arts.
*Despite the fact that Valuur Orcs are essentially less physically capable and more intellectually oriented Orcs, they still experience the same Orken Thrift and all other aspects not summarized above remain exactly the same.


==Mental Characteristics==
====Gorak Orcs====  
[[File:Angryorc.png|260px|thumb|right|Orcs, even when appearing in a neutral or somewhat positive mood, can still come across as angry or intimidating, such states being their natural "look".]]
The Gornanc (a class of Orc from the Gorak subspecies) are what is usually described as goblins, from the [[Dwarven]] tales. While the existence of goblins has never been verified, there is actually no heritage link between Gorak and what the Dwarves describe and claim goblins are. What likely occurred is that the Dwarves developed a view of what corrupted and twisted Dwarves would look like, and then projected it outward onto the Gorak because they fit the bill. Indeed, the Gorak look like what would happen if one were to give Arak Dwarf-like proportions, while extending their ears and giving them an equally intolerable attitude and personality. Gorak are short, the shortest of the Orc species, and on a par with the Dwarves and sometimes even shorter yet. The Gorak are generally considered ugly, even among the Orcs themselves (although some very successful and popular Gorak bards have been known to be very successful with the ladies).  
Orcs are generally seen as a intellectually inferior to and by all other races, however, this assumption is a deception and pure racism. Many outsiders and non Orcs think of Orcs as ape-like brutes that run around hitting things and yelling “Ug-Glub-Wub-Nub me crush Humie!” but these are mere outliers to the race. In fact, Orcs who speak this way (not understanding proper grammatical structure and talking like a 2 year old) are called “Yub Yubs” by Orcs, which is a term used by Orcs to discriminate against those in their society who were born with a brain defect that makes them mentally challenged. Mentally challenged Orcs who act like savage apes are ridiculed by the other Orcs.  


Orcs are communal creatures who love the presence of other Orcs, not only because they are great comrades, but also because they are steeped in a culture of honor that is often hard to find among the other races. Orcs have a complex set of societal codes that make them very respectful towards one another (save for Yub Yubs) but also to acknowledge the fairness of inequality in the world. They perceive the strength of those who are more powerful than themselves, and might become envious, but always are deferential to it, and will choose the right and fair ways to challenge it, instead of undermine or sabotage it. Orcs abhor the idea of fighting dirty and using underhanded tactics. They are blunt and straightforward, and almost always honest. It is extremely hard to find an Orc that goes out of their way to lie, and even when they do, it is usually done to protect the honor of another Orc. Inversely, Orcs can be the cruelest of creatures to those they deem without honor, turning them in ways into an untouchable caste in their society. Dishonorable Orcs are avoided and cannot be touched, spoken to, or even looked at, until they regain their honor through a great feat of bravery. Orcs are passionate lovers and dedicated parents, with an immense sense of pride in themselves but also in their mates and offspring. They always seek to improve their standing in Orc society and hierarchy, or that of their clan, or even their tribe. Orcs can rattle on about honor to the point where other races might think it starts becoming irritating, but the whole concept does determine their daily lives in so many ways that it has become entwined with their history and religion. An Orc will never challenge something that is physically inferior to itself to a fight, or seek to punish some lesser race for crossing it with violence. An Orc can always recognize that a young Ailor guard recruit is no fair match for a battle hardened Orc and refrain from using this advantage as leverage over them, but willing to jump into a challenge against a greatly renowned Knight of many wars as soon as possible.  
The Gorak are more populous than the Orcōn, but not more populous than the Arak. Being in the majority over the Orcōn that rule over them, it is only natural that the Gorak frequently seek to rebel against them (even if the yet more numerous Arak do not). Gorak are independently minded (but very cooperative with their own kind), intelligent, shrewd, and always up for some sort of plot, plan, or get-rich-quick scheme. Gorak are exceedingly good at playing the long game by focusing on their resources, extracting as much as they can out of a bad situation, and finding some sort of unseen factor to turn their favors around. They are quippy, offensive but generally speaking good-mannered albeit incredibly selfish. There is a saying among the Arak that a Gorak can be born in one of two ways, either as their best friend with one pickaxe in hand and a ledger in another, or as a natural born rebel with dagger and banner.  


An Orc will never be caught performing complex math algorithms or playing the violin (at least in public), but they are certainly not incapable of comprehending vast strategic logic or learning other languages, having their own uncanny creativity for destruction and death that far exceeds the other races. The Orc language for example is considered the world’s most complex language forming a mixture between the spoken word and nonverbal communication that is both nuanced and rich in meaning and context. The written language alone contains 50,000 written characters that far exceed the Elven or [[Sihai]] Alphabets in complexity. Orcs often want to decide fast, and while they have the capability to reason and debate, they instinctively become time pressed when the discussion is going too slow for their liking. Most of the Orc's perceived stupidity comes from their one-track mindset to excitement and action. Even an Orc raised in an intellectual Human family will still pursue its instinctual habits on intervals purely because Orcs are habitual creatures. Orcs are in effect intelligent beings, but are (much like the Url) occasionally enslaved by their instinctual habits.
====Half-Orcs and Crossbreeds====
The Nothōrc are a curious bunch, as they have a racial lineage that does not really conform to any particular Race. Nothōrc can be in fact be Half-Orc, quarter-Orc or even one sixteenth-Orc, as long as their blood isn’t pure Orcōn. Nothōrc can also be half-breeds between the other Orc subspecies, which would then be referred to as a Nothōrcantac, though these are usually lumped together with the common Nothōrc population for ease of reference. Orc heritage is so strong in racial interbreeding, that Orc traits almost always persevere in terms of the child’s appearance. Nothōrc, regardless of what parent Race they come from, always appear like an Orcōn (Arak and Gorak are not compatible with other Races), but with far less exaggerated features. Generally speaking, this means half the size of the tusks, half the browbones, half the muscularity and half the size. What distinguishes them from other Orcōn however is that their skin is visibly far more related to their non-Orc ancestor or parent. For example, even a quarter-Orc Nothōrc will still have a skin-tone similar to their Ailor grandparent, even if all other grandparents were Orcōn. It takes 5 generations to properly breed Orc heritage out of a Half-Orc that joins Ailor society, while an Orc that has Nothōrc ancestry can never re-acquire pureblood Orcōn status.  


Orcs are incapable of casting Magic or Sorcery, but can make use of Pagan Ritualism. There exists a technical mechanic for Orcs to become Mages through Soul River control, but this is a Permission only held by Staff for the time being.  
Nothōrc suffer the same Orc Thrift as Orcōn do, and are in fact far more susceptible to it, thus being more prone to temper fits and violent outbursts. This is largely because the Nothōrc are naturally defensive and vain, while not handling stress very well in a manner that does not involve their fists or weapons or complete avoidance tactics. Nothōrc aren’t wholly unaccountable for their actions, and can, in fact, be quite clever, but many have a severe lack of empathy, while some are downright antisocial with their disregard for others wellbeing. This makes the Nothōrc expertly suitable to work as Nōthera Nōthorc, or the Orc secret police within their Mound Cities. The Nothōrc have an elevated civil status (strangely enough, even above the Arak and Gorak), being used by the Orcōn to ensure order and obedience, especially to the rebel prone Gorak. Not all Nothōrc are cruel vandals however, as some Nothōrc are deemed unsuitable for policing service. This involved either the more kind natured Nothōrc (which are rare of themselves), or what is called Nōthyo Nōthorc, or lesser Half-Orc. The Nōthyo Nōthorc fulfill roughly the same role as the Orcōngaar, in that they aren’t as big or mean as the other Nothōrc, and thus fulfill entirely different societal roles in a different caste explained further below.
===Orken Thrift===
This urge to fight is similar to an Ailor female’s monthly cycle (and for Orc females, in fact coincides with that cycle) in which they enter a state that is called the Orken Thrift. While in Orken Thrift, Orcs become far more aggressive and testy. This is the time of month they would seek to challenge their superiors, where they would pick fights with authority and siblings, and where they are generally a nuisance to be around for the other races. These Orken Thrift periods are considered the accumulation of stagnancy and accumulation of pent up anger and urge to fight all poured out in a period of a week every month, before they return back to normalcy. While in this Thrift period, they aren’t any more stupid, just far more likely to quickly devolve a disagreement into a fight, be far braver than they would normally be, or challenge Orcs much bigger than them to prove themselves. This Thrift can be experienced while challenging humanoids for combat, but it can also be expressed in hunting activities, or other forms of reckless physical behavior towards objects.


==History==
===Common Traits===
[[File:Osssrki.png|260px|thumb|right|This South Zurakk Wall Orc both has facial tattoos as well as the rarer blue eyes.]]
Despite being somewhat distinct in appearance, the Orc species still have a number of things in common, like skin-tone, eye-color and hair-color. Skin-wise, all Orcs can be categorized by different clans. While tribes (not functioning like actual tribes) define their subspecies, clans (again, also not functioning like actual clans) cover their visual appearance. There exist four major skin-tones with some shade variance between them. The more commonly seen colors are teal and green, while the more rarer colors are brown, red and gray, the latter which is the rarest. In terms of hair-color, the Orc can have tones varying between dark-brown, auburn, and black, but never anything bright or blonde. Orcs are capable of having normal straight hair, curly, but a sizeable number of Orcs are in fact bald for no discernable reason. Orc eye-colors are either brown, green, blue or yellow. The yellow is the rarest color, and is more of a pale-yellow than anything that could be mistaken for gold or amber.  
Orc history starts in the middle centuries of the Elven Empire when the Empire made its first landfall in Guldar. The Elven parties that were sent there were entirely eradicated, followed by the same fate being imparted on the second, third and fourth all the way up to the fourteenth expedition. Finally, the fifteenth expedition made the clever decision to use airships instead of sea vessels to scout over Guldar, powered by strong wind magic to keep a vessel afloat in the air. The Elves scouting over smaller portions of Guldar witnessed the Temple cities of the [[Avarr]] and their rituals from high in the sky as well as through the use of various other forms of magic to see and hear without being detected. An excerpt from an explorer:


::''"They were tall red feathered creatures with hawkish faces, pacing about their pyramid shaped rectangles of stone and vine entwined like mice in a maze. Yet these mice had claws and an intent to kill and twist. They seized frail skittish creatures from cages with tusks and skin like pea soup on a mid-summer evening. Almost an elegant dance of the Eläd'ellen Ëardorm'ranna, the hawk faces pranced their next victim through the streets, and with a carnage of blood and gore did they sacrifice this fortunate being at their highest pyramid to some idolatrous goddess with six wings. The scholars took pity on the small gray-pale green creatures, though the captain set on as one of the cities was witnessed with pyramids topped in pure gold!"''
====Orc Organs & Traits====
Orcs have a number of physical traits and organs that aren’t found in other Races. Firstly, Orcs actually have a mild form of color-blindness that makes distinguishing slight shade differences impossible for them. A muted blue put next to a grey would appear as gray for example, while purple and blue look the same. This is why Orc households usually look excessively colored, because Orcs do appreciate color, but can only perceive a certain vibrant range of it. Furthermore, Orcs are also almost incapable of smelling things as their nose is small and incapable of perceiving subtle smells. This makes them terrible hunters, even if historically they picked fights with very large and dangerous but slow animals that were easy to track. Orcs also universally have the ability to resist poisons. Their stomach breaks down poisonous or toxic substances. This unfortunately also makes them immune to a variety of Ailor produced alcoholic beverages, requiring either the strongest of brews, or large quantities to feel any effect.


Despite the fact that this airship managed to route back to the Elven Empire after taking several artifacts from the Avarr with them, the Avarr were considered too dangerous to interact with and too savage to enslave. Short thoughts were made to enslave the Orc ancestors, though this was eventually decided against as the [[Human]] slave trade had just started picking up; seizing them from their native [[Ceardia]] was often infinitely easier. Indeed, these grayish-green frail creatures were the early ancestors of the Orcs but were a far cry to how Orcs are found in today's society. They lacked the musculature and were seen as skittish creatures always hiding away from their Avarr enslavers. What happened next is unclear. There is a gap without any actual history taking between about 900 BC up until 450 BC where no Elf had visited Guldar and lived to tell the tale. Later interactions with the Orcs also yielded no clear understanding of what had happened in those 450 years as the Orcs held no real records of their own. The next closest interaction the Elves had with the Orcs was in 443 BC, where an Elven ship was stranded on the coasts of Guldar while trying to explore the western current of [[Daendroc]]. The Orcs these Elves encountered were radically different from their skittish enslaved ancestors, being much larger and more savage, though not quite as large as the Orcs the world is familiar with in present times. The Orcs ate nearly all the crew members save for one, who they permitted to leave on a raft to send word back to the Elven Empire as a means to warn the Elves never to return to Guldar. The Elves, once again, decided to simply leave Guldar be and mark it as a forbidden zone of no entry due to the dangers of the local animal populations. This is where official Elven record keeping ceases as the Elves made no further attempts to communicate with the Orcs until the Cataclysm event.  
Orc blood is black in color, and mildly corrosive. It is not so corrosive that it would destroy or break down weapons that are used to fight them, but being exposed to Orc blood on bare skin is very unpleasant, and if not wiped or washed off will cause burn wounds and rashes. Orcs also have an Organ that produces a substance capable of growing muscle-tissue at a quick rate (which is not compatible with other Races). This is why most Orcs look muscular, or push the boundaries of what looks healthy in terms of body mass. Additionally, Orcs have a higher tolerance to pain. This doesn’t necessarily mean they can brave themselves through tougher fights, it does however mean that Orcs are incapable of passing out from shock or pain induced shock. In fact, it is commonly seen that it takes excessive head-trauma to knock out an Orc, as most alchemical substances meant to subdue also do not work on them. Most famous of all, Orcs have two hearts that pump in unison. They are the only race with two hearts, which causes their blood circulation to be much faster, and their body to give the sound to two heartbeats (or in the case of a pregnant Orc, four heart beats). Orcs who have one heart disabled through either injury or a heart attack can still survive off the second heart, though become more sluggish and lacking in energy as a result of the decreased circulation.  


The Orcs, however, started forming very rudimentary tribes around this time, also initiating their first record keeping by means of word of mouth. The historical accuracy of these tales is often debated, but it is generally assumed that these are true as Orcs inherently do not lie due to their prideful nature. The exact circumstances under which the Avarr fell from their dominant position in Guldar is unknown, but it is said among the Orcs that some major event of the hunt took place and destroyed the Avarr cities. The remaining Avarr were unable to deal with the jungle environment as they had grown lazy in the cities, thus only the Orcs remained. The Orcs supposedly then continued to be eaten and killed by the local fauna and flora until something triggered a development in the Orc population, introducing physical adaptation to their figures. The Orcs have always announced this as the birth of their religion and the great hunt, though scholars often assume it had something to do with the Orc diet or some mineral they found in Guldar. Over the next two hundred years, the Orcs would continue to grow stronger and stronger. In many of their tales, they speak of gargantuan beasts which they hunted in packs, plants that tried to strangle them in their sleep and ancient horrors that guarded over the abandoned Avarr temples. Certainly, Guldar was a land of death where everything had developed with an intent to kill and maim anything alive as a means of survival. It was a constant cycle of one murderous creature or plant trumping another, and eventually, the Orcs came out on top. They mastered the jungles but then turned on themselves. The latter five decades of Orc history mostly record Orc horde infighting with various strong Warchiefs going to war with one another over little more than bloodsport.  
====Orc Thrift====
All Orcs of all subspecies experience an urge to fight that is cyclical and consistently monthly in which they enter a state that is called the Orken Thrift. While in Orken Thrift, Orcs become far more aggressive and testy. This is the time of month they would seek to challenge their superiors, where they would pick fights with authority and siblings, and where they are generally a nuisance to be around for the other Races. These Orken Thrift periods are considered the accumulation of stagnancy and accumulation of pent up anger and urge to fight all poured out in a period of a week every month, before they return back to normalcy. While in this Thrift period, they aren’t any more stupid, just far more likely to quickly devolve a disagreement into a fight, be far braver than they would normally be, or challenge Orcs much bigger than them to prove themselves. Orc Thrift is actually something that is strongly looked down upon in Orc society, and it is even seen as something shameful. Orcs who succumb to the Orc Thrift and use excessive violence or break their discipline standards are seen as failures and unable to control themselves, leading to becoming an outcast who needs to regain their honor. Arak and Gorak suffer the Orc Thrift far less than Orcōn do, meaning they usually have no problem suppressing it, though Orcōn fare less well trying to do so.  


The greatest pivotal moment in Orc history was the Cataclysm, or rather the events that followed immediately before or after it. The exact dating is not certain since many scholars disagree on whether the Orcs took months or full years to sail from Guldar to Daendroc, though what is certain is that some massive event must have taken place that triggered a whole race's migration. Most Orc tales speak of the land turning against them. This had often been erroneously assumed to mean the jungle turned hostile and the plants became more toxic than the Orcs could handle, but recent evidence has shown that it was more likely that some major magical event was triggered that scared the Orcs so much they fled their native lands to the west (which they knew the Elves came from based on nautical charts left behind by the Elves). The Orcs generally believe the fleeing from Guldar is a very touchy subject, and anyone interpreting the event to have been done out of sheer panic will be quick to draw the ire of any violent Orc, as they are too proud to admit that they did truly flee. The next series of travels is generally called the Great Pillage by the Orcs, though there was very little actual pillaging. Supposedly, the Orc fleet was absolutely massive, mostly made out of a great number of oversized rowboats, but the actual population numbers were probably relatively small. Modern modest estimates range around 50,000 Orcs with the highest estimate being 100,000. The migration fleet fractured several times along the way, forming a variety of other tribes that diverged both structurally and physically, resulting in the wide spectrum of Orcish skin colors.  
====Summary of Racial Abilities====
{| class="wikitable"
! style="text-align: center; font-weight:bold; background-color:#dddddd; color:#000000; width: 10%;"    | Name
! style="text-align: center; font-weight:bold; background-color:#dddddd; color:#000000; width: 10%;"    | Type
! style="text-align: center; font-weight:bold; background-color:#dddddd; color:#000000;" | Description
|-
| style="background-color:#ddf2dd;" | Orc Thrift
| Racial Passive
|
*Increased aggression and violent response to stressful situations.
*Increased energy and inability to tire during a fight while in Thrift.
*Increased desire to fight and find relief from the urge to do battle.
*Players are recommended to dedicate 3-7 consecutive days each month to roleplay out the effects of Thrift.
|-
| style="background-color:#ddf2dd;" | Orc Senses
| Racial Passive
|
*Difficulty distinguishing muted colors
*Difficulty smelling subtle smells
|-
| style="background-color:#ddf2dd;" | Orc Metabolism
| Racial Passive
|
*Immunity to ingested toxins and poisons.
*Muscle-mass production/maintaining without exercise.
*Orcs may assign whatever [[Body Shape]] they like, regardless of [[Physical Stat]].
*It is required to stay within the limitations of the subraces on the [[Proficiency Page]].
|-
| style="background-color:#ddf2dd;" | Orc Thickskull
| Racial Passive
|
*Orcs cannot pass out from pain in combat, but do not feel pain as less.
*Orcs cannot be knocked out by alchemical products or means.
*Orcs can only be knocked out with excessive blunt trauma to the head.
*Orcs are not immune to sleep spells or [[Abilities]].
*Orc skulls are near-immune to fracturing.
|}
==History==
Orc history can best be separated into three distinct eras. The first era is the Guldar Home period, the second period is the Great Leaving period, while the third period it the East Living period. The Guldar Home period is mostly shrouded in mystery because the Orcs actually do not have an effective form of historical recording. While some oral historians exist that make some footnotes to historical events, the vast majority of Orc history survives through word of mouth and legendary tales, and as such the actual evidence of Orc historical claims cannot be backed up with even reliable historical recordings. The Guldar Home period knows many tales of legendary Orcōn warriors that defeated scores of their own kind to become undefeated champions. It also speaks of a time before Orc society was a thing, when Orcs lived in tribal clans that constantly fought each other, and their great enemies the predatory birds of old called the Rakhvvar. Whether the Rakhvvar ever existed is still up to scholarly debate, but they supposedly influenced much in Orc culture ranging from their religion to odd distaste of birds. During their Guldar Home period, the Orcōn subrace subjugated the Arak (first) and then the Gorak (second), after which their society was founded. The Arak were very willing to enter this societal arrangement, as they were far less capable of defending themselves against the Rakhvvar, but the Gorak had to be forced into the fold, due to their subterranean housing being immune to Rakhvvar attacks, as Rakhvvar were absolutely massive, standing nine feet tall, and Gorak could comfortably live in crouching height living quarters. At some point in time, the Guldar Home period came to an end due to calamity in Orc society, or in the lands of Guldar. What exactly happened is unclear, but Orc history teaches their younglings of the land becoming poisonous to its people and nature turning against its tenders and inhabitants. Scholars in modern times have concluded some sort of ecological collapse must have occurred following a series of massive volcanic eruptions, but nothing has ever been proven.  


The fleet suffered casualties along the way, supposedly losing half the population that left Guldar, though eventually landing in Daendroc in the wake of the Wildering, which had caused the collapse of the already weak Allorn Empire. The Orcs then began their own campaign of chaos, cutting into the newly jungles lands of Daen with ferocity and easily crushing the largely powerful Altalar that stood in their way. During this time, they were also fully united which is why they were so effective, ruled over by the powerful [[Chief of Chiefs Ukharr]]. But alas, he died under mysterious circumstances, and nearly every Orc tribe immediately called for their own candidate for leadership bringing their age of unity to a halt. For the decades, Orcs struggled to find their place in the chaotic lands that was Daendroc at the time, with the [[Avanthar]] fighting a guerrilla war against them, and the [[Altalar]] redeveloping their magical capabilities. Orcs luckily, reproduce quickly and their numbers quickly climbed even at the losses inflicted by the Elves and Orcs themselves. Around the second generation born in Daendroc, being rougly at 70 AC, the Orcs suddenly developed a rapidly formed civilization. Scholars have always held the notion that this is when the Valuur Orcs were starting to be born, who had greater interest (not necessarily intellect) to revive the old knowledge of the Elven Empire and use it to better the lives of the Orcs. They rapidly developed a manner of writing, advanced themselves in the manners of construction and architecture, and started developing their own clothing styles, music and artistic expressions, though to understand the finer arts of their culture was difficult for outsiders.
The Great Leaving period covers a few decades during which the Orc Pōlons built massive city-boats that were all chained together and sailed a relatively short oceanic distance between Guldar and Daendroc sometime before the [[Cataclysm]]. Why the Orcs took so long to cross a distance that might take a normal fleet a few months was largely because the Orcs engaged in an extreme case of “strip and go” where they landed on islands, stripped literally every resource they could find down to the dirt and rock the island sat on, and hopped to the next island. It stands to reason that these massive ships needed lots of supplies, and that frequently a ship would be stranded for a few years while it was stocking up on supplies, with Orcs having to dig more coal out of the earth and letting their animal populations regrow by grazing on the natural grass of the islands. During the period of the Great Leaving, Orc society was led by the Great Rakhōn or Great King called Sargon. During this period, there were no Rakhōn or Pōlorc, as the Orcs believed that only the strongest of their kind could lead them successfully to a new homeland. It is believed in modern times that one day, a new Great King will be chosen from among the Rakhōn of the Pōlorcs, but that time is not yet nigh, as there is no great disaster befalling the Orcs yet. Sargon died shortly before the Orcs landed in Daendroc, following his last command to “go forth and conquer”. Their interactions with the [[Altalar]] resulted in just that; swift destruction of the Altalar armies and subjugation and slavery for many of their people, a point of cruel irony for the slavery prone Altalar themselves. When all Orc city ships properly disembarked on the western coast of Daendroc, the East Living period started.
[[File:RedOrc2.png|260px|thumb|right|The Orcs have many ancient practices, including their tattoo art, which often appears abstract or strange to outsiders but to them, often has deeper meaning.]]
This quick development of a culture also resulted in a period of relative peace, the word relative is used here, because even in times of peace many Orcs continue to fight each other. From a historical standpoint, the fighting in Orc society was constant, but at a certain point it could start tipping over because of overpopulation, which would result in societal instability and cracking of loyalties. As such, many of the tribes instituted a 3 child per parent pair policy, which was roughly adhered to, and for a time it showed great promise to limit too much chaos in Orc society. Around 140 AC the Orcs flared up in their conflicts with the Elves again which would continue uninterrupted until the first major conflict in 296 AC, before which little to no contact was made between Orcs and Ailor. In 296 AC, Orcs started aggressively encroaching on the equally encroaching Ailor woodcutters with the Elves caught in the middle defending their territory from both sides. The Ailor and Orc goals aligned, but were in no way cooperating, often clashing with each other as well as with the Nelfin.


It was in this year that the [[Ranger Crisis]] started, a five year long, three-way struggle between the Orcs, the Regalian Empire and the Elves. The Ailor, which the Orcs called “Roogharr Burkhar”, which can be roughly translated to "The war-making pig with many blades", were a formidable foe with their skilled equipment and forging mechanics that the Orcs lacked, often having to use makeshift weapons and leftovers from the Elves. After the Ranger conflict, the Orcs made deals with the Ailor, causing the Ailor to abandon their decade long support of the Elves which was only in name only. The years of relatively (relative, since raids on Ailor still happen) peaceful relations between Orcs and Ailor have seen them rapidly become more accepted in Ailor society. Particularly by the doing of the Noble [[House Kade]] in Regalia, Orcs were accepted quickly in their local armies as shock troopers, and hired in the thousands to support them as mercenaries. Rights and exact positions in Regalia have fluctuated over the years for Orcs, but generally speaking, as much as Ailor hate non-Ailor, most of them have some form of respect for Orc strength. At the very least, even the most racist Ailor can acknowledge that an Orc fighting for gold on the frontlines saves the lives of at least five Ailor soldiers doing the same work.  
The East Living period covers the years from the arrival of the Orcs in Daendroc, that is some months following the Cataclysm, to modern times. During these years, the Orcs mostly colonized the western coast and then started a rapid expansion into the heart of Daendroc, enslaving Altalar, [[Ailor]], [[Cielothar]] and [[Avanthar]] alike and incorporating them into the Orc societies that sprung up in the wake of the Pōlorcs. The Orcs engaged in mass woodland destruction to make place for massive farms and cattle fields for grazing, contributing to the breakdown of many Altalar holy sites and groves, as well as natural Yanar habitats. For the longest amount of time, the Orcs were seen as a menace to the Ailor and Altalar, who in the wake of the Allorn Empire’s collapse had a tentative agreement to fight the Orcs whenever they tried to push for more territory. The Orcs however were not as organized as the Altalar and Ailor were at the time, and made little progress with such stiff competition. Orc populations grew quickly due to Orcs aging faster than all other Races, and Orcs also reproducing with greater frequency than other Races. Eventually, the relation between Ailor and Altalar broke down, and the political situation in the Regalian Empire started favoring the Orcs more due to increased diplomatic presence of Ailor among the Orc Pōlorcs. Eventually, a series of key treaties were made between the Orcs and the Regalian Empire following the Ranger Crisis that saw Regalia dismiss its alliance with the Altalar and join forces with the Orcs instead. The Orcs were given massive swathes of territory in Daendroc as their exclusive zone by the Ailor, and then started expanding rapidly into Altalar territory who could not stand against Orc and Ailor armies combined.  


Despite their somewhat positive position, many Orcs also still face abuse. Orc work camps are the most notable slave labor employed by the Regalian law enforcement to punish Orcs who break the law and force them to work. Alternatively, rumors are abound of Orc women captured by [[Vladno]] slavers and used to breed a population of captive Half Orc slaves. And yet, at the same time, a Half Orc is a noble lord in the Empire, and controls a vast army of Orcs and Half Orcs alike that fight for the Empire. Indeed, Orc fortunes vary greatly from Orc to Orc, but this has always been beauty of Orc life, a never-ending cycle of change, excitement and fortunes or misfortunes that are least expected, and the Orcs wouldn’t have it any other way.
In present times, the Orcs have spread far and wide, however their territory is incredibly chaotic. The Pōlorcs frequently engage in infighting over cattle fields and wealth, as well as just for the pure fun of warfare for the Orcōn. Many Orcs find employment in the Regalian Empire also, thriving from the many wars it wages on other nations, and using the vast wealth found within the Empire for the various craftsmanships of the Orcs and their military talents. Many Orcōn, Nōthorc, Arak and Gorak come to Regalia seeking fame and fortune and honor for their kind, as well as themselves and the wealth that they are denied in more stifling circumstances in the Pōlorcs of Daendroc. They have recently unified more systematically to fight off the [[Dread Empire]], but this has mostly been a border movement not felt by the Pōlorcs in the far north.  


==Society==
==Society==
[[File:Grorc.png|260px|thumb|right|When grinning, Orcs often look dumb. This Dark Ungwar Orc is trying to grin, but finds trouble with his under bite and tusks.]]
Orc society can roughly be split between three different spheres. The primary one is that of the Daendroque Pōlorc or Mound Cities. The Mound Cities are Orc cities built on hills or mounds that offer a radial view for all the buildings built on the slope and top. These Mound Cities usually have a larger building at the very top, lack streets, but have a variety of Orc buildings and statues spread out over the slope, finished with a fairly low wall at the bottom that isn’t actually meant as a defensive structure (since Orcs don’t do defensive sieges, they always come out and fight), but rather as a boundary definition between city and not-city. Beyond those walls lay the cattle and agricultural fields, sustaining the Pōlorc population, and also providing the basis for the Orcōn estates. The second sphere is that of the Regalian Pōlorc. The Regalian Pōlorc works differently in that it does not have the traditional structure of a Pōlorc and acts more like a revolving door hostel, where Orcs come and go and join this societal structure based on their needs, while they might still be a member of a Pōlorc back in Daendroc. The third sphere is that of the outcast Orcs, or Orcs simply born outside of Orc society. These Orcs won’t be covered on this page, but it is pertinent to touch upon their mentality below.
Orc society is both tragically chaotic and yet structurally rigid. The chaotic element specifically comes into play with regards to how disorganized successions of power are, and how much members within a caste hierarchy fluctuate between ranks. It is not uncommon for the position of Wargod Orc to switch almost ten times during the span of a full year, and Warchief positions fluctuate numerous times a year also. Orc society does however have numerous layers with specifically identified hierarchies which all layer over each other in a complex manner. These are as followed:
 
Outcast Orcs occur when either an Orc’s name has been cursed (the process of declaring an Orc an outcast by Orc leaders), or when an Orc was born entirely outside of Orc society (for example as a street urchin, or as a slave). Orcs not born within Orc society and foreign to the concept of Orc society are called “those left behind”. There is a certain level of melancholy and pity that the society based Orcs feel towards the Orcs that are not part of their structure, as they inherently perceive Orc society as the best way for an Orc to explore and develop themselves into the best version of what they could be. Some Orcs however might also look down on Orcs not part of Orc society (even the Half-Orcs) as lesser and inferior. It is possible for Orcs who were born outside of Orc society to be integrated (and for outcasts to be allowed back into the fold), but in order to do so, they must appeal to the Orc Gerōnek (the council of five), who will set a task for them to complete to restore their honor. There is a subclassification of those left behind called the “stolen ones”. This largely refers to Orcs or Half-Orcs born in slavery and servitude to other Races. Orcs within the societal structure feel very strongly about their kind enslaved by other Races, and go to extreme lengths to liberate an Orc or Half-Orc that is deemed a stolen one in another Race’s society. This often causes issues with Regalian authorities, since there are businesses and realms that engage in Orc slavery, particularly because Orcs are so useful for physical labor. Orcs born outside of Orc society often lack the discipline and control that Orcōn have within the structure. Their personality might be radically different from the standard that is set in the Pōlorc, but on the flipside, they are far more affected by Orc Thrift, resulting in bouts of anger and heightened stress that seem to imply being among Orcs, and having a secure place in Orc society, somehow limits the effects of the Thrift.  


*At the top, Orcs have allegiance to a Tribe. This is more a racial connection than anything, because it is entirely based on skin color. Tribes have no official formal hierarchy, but act more as a safety net for Orcs who are down on their luck. Orcs belonging to the same Tribe are often more positively inclined to one another. It is more often that one would see two members of the same Tribe forming a mating bond, than two members of opposing Tribes. Similarly, Orcs are more inclined to help other Orcs of the same Tribe, sometimes even when they are untouchables.
*Beneath Tribes are the Clans. Clans are loose collections of Orcs who belong to the same rough statehood. Clans all have a ruling family which is very similar to Nobility, but this family is generally supported by consensus of the other Orcs inside the clan. A ruling family must always act with honor and dignity to the Orcs within the clan, and specialize in their role to support and give identity to the clan. For example, the Mak-Zolthar family of the Mak clan specializes in the raising of wolves as pets, which in turn helps the clan identify as a beastly clan with a cultural preference for wolves and all aspects associated with them. The ruling families usually have a single member act as the great leader of the Clan, this used to the called the Warchief, but in more modern times this is called the Tol. A Tol can be unseated by a relative of the same family through an honor duel, or be outproven in skill for the service they provide to the clan and then be voted to replace the previous Tol with popular support. If a family is deemed dishonorable to lead the Clan, the other Orcs will vote a new family in office as Tol holder. Beneath the Tol are the Thirq, which are kind of like the lesser nobles of the Clan. A Tol will appoint a Thirq to manage a specific thing, such as the Thirq of the Hunt, the Thirq of Knowledge, the Thirq of Finance, etc. These all act as ministers to the Clan much like they would to any regular state.
*Beneath the Clans are the Toloq or the Family Unit. Family Units are fairly flat in terms of hierarchy and ruled by a council of elders which each represent their own pillar. For example, three brothers all having a different wife and a number of children of their own form a Toloq. They do not share the same surname, but are family-wise so close to each other that they form their own Toloq. The Elder council dictates policies and decisions within the Toloq, but more as an advisory body than an actual executive force. A person can be a member of multiple Toloqs, but will always identify one of the Toloq as their preference. While the Clans are technically the highest bureaucratic level, the Toloqs are usually more responsible for the day to day runnings of the clan. Each Toloq tracks its own Offerings (an Orc version of Taxation) and involvement in the Clan wide state, appointing a single Humak (not to be confused with Human) who may or may not be an Elder and is responsible for tax collection and record keeping at the end of the day. Most Orcs are literate in the Orc written form, as education in simple Orc knowledge is very important in Orc society. Humak are trained specifically to understand mathematics as well however.
*Finally at the bottom, Orc Hierarchy is dictated by the Goor Hierarchy. The Goor Hierarchy is 80% of Orc society usually, however, as the Goor Hierarchy works on a local level. The other layers of Orc society only go into effect when one is near them, and Orcs like to travel around the world a lot. A Grunt Orc in Regalia might for example be a member of the Red Thorall Tribe, be a member of the Mak Clan, and be a member of two different Toloqs, yet only really pay attention to the Goor Hierarchy in Regalia, because it is the first hierarchy they deal with. Any additional layer of Orc society merely dictates how they position themselves in behavior towards other Orcs inside or outside their respective hierarchies. Generally speaking Red Thorall Tribesmen are not fond of all other tribes. Dark Ungwar Tribesmen have a problem with Green Baq Tribesmen, and Green Baq have a problem with South Zurakk Wall Tribesmen, and some of these dislikes are mutual.
===Culture===
===Culture===
[[File:Orctats.png|260px|thumb|right|Orcs often decorate their bodies with tattoos, both in their native/tribal style but also in those from outside Races who an individual has interacted with other the years]]
Orc culture is perhaps surprisingly vast and complex, even if other Races actively go out of their way to make it appear less than it is. For the Altalar, it benefits their political and societal needs to depict the Orcs as smelly, savage, and brutish fiends who only know destruction and engage in cannibalism, to demonize them and galvanize support against them. In present times, the Orcs still control most of what was once the Daendroc Altalar heartland, and while they do not actually live in the shells of ancient Altalar cities, they make re-settlement of these regions impossible, and cut down vast swathes of forests to fuel either their industry, or make way for new Pōlorc settlements. Within Pōlorc settlements however, strangers and foreigners could be amazed at the vibrant colors of the fabrics, the strong and bright smells of Orc cuisine, and the hustle and bustle of a micro-city at work. For all their brutal warfare on the field of battle, Orc society is surprisingly similar to Ailor or Altalar society in its day to day functioning, and in some parts it is even more sophisticated than either of those cultures.
In Orc culture, honor is everything. Orcs despise cowards who fight from a far distance, and they uphold the honor value of an Orc fighting another opponent. Even on the battlefield you will not quickly find an Orc coming between another Orc and their opponent, unless the Orc is badly losing and asks for help. They value courage in the face of adversity and respect those who stand up against their foes, even if they fail. Some Orc clans have been known to accept non-Orcs into their holds but only under very special circumstances when the newcomer brought something valuable to their Clan or Toloq. Orcs have a means to quench their natural need for violence and fighting (particularly during the Orken Thrift) with a duel called the Ghoormakh. A Ghoormakh is usually held outside of a populated area (as the Orcs actively try not to upset the local populations) or in a Goor Arena. A Ghoormakh is essentially a test of brawl strength where two Orcs engage in fight that can both be described as wrestling as well as fist fighting. The first step is to test actual raw strength while pushing into each other, after which the first person who gets pushed back may commence punching the other. When the first punches are hit, the opponent may strike back and after that it simply becomes a fight until both parties agree that their need for violence has been adequate satiated. Ghoormakhs can, curiously enough, also be held with non-Orcs. Orcs often treat Ghoormakh’s as bonding experiences for their friends as well as family, as it is also a great way for a father or mother to teach their son how to fight.
 
====Architecture====
====Families and Romance====
Orc Architecture is strangely elegant and strange to outsiders. In many ways, the Orcs have adopted the pillar-based structure of construction, but made it their own. Individual family houses in the clans do not exist. Instead, long, temple-like structures are built in a rectangular shape on a raised slab of thick brick. There is no real staircase entry or even a slope, rather, to enter such a house, one must climb on top of the stone slab which is often six feet off the ground. The rectangle is surrounded by pillars which are expertly carved in the image of either some wild creature, or an Orc holding up the roof. The roof itself is a beam support section without nails or fastening, an ingenious construction of interlocking wooden panels that are both flexible and yet retain their sturdy positioning. It is said that because of these wooden panels, that Orc buildings are the only buildings completely immune to earthquake and tremor damage, and because of their height, suffer little to no flooding damage either. These buildings do not have any walls, windows or doors, rather, the various rooms are separated by dyed cloth suspended from metal wires spanning between the pillars. Each room has a specific color with a specific purpose, and because these buildings are so large, it is not uncommon for five Toloq’s or the entire government of a Clan to inhabit the same building. Orcs have little sense of privacy, food is shared communally and what little privacy is maintained is usually done during intimacy between two Orcs which happens in the specifically red colored Pharesh room, where extra folds of red carpet and cloth muffles the sound. Orc buildings are primitive in the Regalian sense without plumbing or running water, yet extremely homely and well lived-in. These places are kept extremely clean and tidy, even if Orcs are less caring about the roads connecting these buildings. Ailor often come to expect mounted skulls and animal remains scattered all around the personal abodes of Orcs, but are shocked to find not a drop of blood. It is in fact sacrilege to spill blood in the home, so if Orcs encounter a conflict, they quickly leave the building by jumping off the raised platform on the side, and beginning their fight when they hit the ground.  
Orc families are somewhat crude as seen by outsiders. Women and men Orcōn rarely marry or form lasting relationships, and in most cases children are bred through eugenic selectiveness of parents. This means that while a child might have a fond relationship to both parents, those parents might not necessarily like each other. Families are rare in Orc society among the Orcōn as the children are recruited into the military at the age of 5, after which they rarely see their own family. Orcōn also do not marry often, but can do so if they wish (though they do engage in monogamous relations outside of marriage). Aside from the Orcōn however, the other Orc subraces and Half-Orcs do engage in marriages and do have traditional families. Non-Orcōn castes have far less repressive education standards and a lot more free time, meaning they can afford to maintain a traditional family as seen in Ailor society. Generally speaking, the less social and civil rights a person in Orc society has, the more close-knit and loving their family life is. This does not mean that Orcōn are devoid of expressing romance and love. It just means they are far more secluded about it and less public, as romance is seen as a personal weakness, allowing others to apply pressure to morale by hurting their lover. Orcs don’t see a difference between same-sex and opposite-sex relations in Orc society, and it actually happens with a far greater frequency than among any other Race. That being said, Orcōn men in same-sex relations may still engage in an occasional escapade with a female Orcōn if just for the sake of keeping up the Orcōn population. Indeed, the Orcōn are always in the minority when it comes to the societal castes of Orc society, and same-sex relations among Orcōn can sometimes cause population growth to stifle, which is dangerous when the military caste is not replentished with new births after a loss in battle.  
 
====Language====
The Orcs speak two languages, the archaic Vashkularr and the more modern Vashnōlor. Vashkularr is a language that is incredibly difficult to learn, since it is both a verbal and physical language that uses body language as a means to change grammar and context to a sentence. A phrase uttered “I want to give you an apple” might for example with an offering gesture be a respectful gift, but lacking that gesture or a forceful hand shove, indicate that it should actually be “I want to shove this apple up your throat and make you suffocate on it”. This is why over time, the Orc developed Vashnōlor, which is sometimes also referred to as Nōlor or Black-speech. Nōlor is a simplified version of Vashkularr which also has a bunch of archaic grammatical rules removed as well as the whole body language need to provide a simpler basis. Both languages sound like the real-life sumerian. Orcs are surprisingly adept at learning Common, and can speak it with a great deal of skill even when learning it only for a few weeks. Orcs also barely have an accent in Common, the only real difference being their strong R’s and K’s that roll far more than a [[Dragenthaler]] speaking Common would. The inability to speak Common normally is usually an indicator of an Orc being a Yub-Yub, since mental deficiencies among Orcs first take hold on their ability to articulate properly. Orcs are actually very articulate beings with a great reliance and focus on properly enunciating words and sentences. Even if an Orc is upset or angry, their mastery over language remains consistent, and they would not be caught mispronouncing words.  
 
====Lifestyle and Leisure====
Orcs in the Pōlorcs don’t enjoy much leisure (though many find their craft to be a form of leisure also), however in Regalia there is more time for self-exploration and free time. As such, Orcs in Regalia have developed a variety of leisurely activities and lifestyle expansions not frequently seen among the Orcs still in Daendroc, yet they can still have their basis in activities found in the Pōlorcs. The primary activity the Orcōn adore is what is referred to as the Kretōn, a sporting event during which the Orcs engage in hand to hand combat for submission with barely any rules. The only rules that exist in Kretōn are that an Orc may not touch the neck or genitals of the opponent, may not bite, or attack the eyes. Aside from this, any tactic to win can be used. Orc lifestyle is dominated by their occupation of craft. Orcōn spend large amounts of hours training their physical readiness and combat effectiveness, while Arak and Gorak spend a great deal of time tinkering in their own craft to become better and thus more sought after. Orcs sometimes host parties, though they appear more like quiet banquets where the members use lounging chairs to compare feats of honor and glory with one another, and consume fine foods served by slaves and servants, while Nōthorc might be playing music in the background. In Regalia in particular, the concept of Rak-Rak-Charōc has become popular, a case of post-exercise or training pub-crawling where the Orcs move from establishment to establishment, looking for someplace that will sell Orc brews, and then try to drink out the entire supply without passing out or making a fool of themselves. The challenge is not to become as drunk and foolish as possible, but to show the highest level of self-restraint by being unaffected by the copious amounts of alcohol they consume.
 
====Clothing====
Orc clothing expresses their greatest physical attribute, being their imposing physical nature. Orcs frequently bare large amounts of skin to expose others to their fitness, both as a means of prideful expression, and intimidation. For Orcs however, it is entirely vulgar and disgusting to expose one’s leg skin in public, a practice that is only permitted for Orc courtesans and the lowest of outcasts. Orc clothing has very simple pattern weaves, but the colors are very vibrant due to the Orc’s natural color-muteness, and will often be draped over the shoulder in a half cape, while a firm belt ensures a set of pants is form-fitted onto their legs, completed with a form of cow-skin foot soles that wrap around the entire foot and expose no ankle-skin. Orcs traditionally wear no headgear, and will frequently also wear their armor even for leisurely activities. Most Orc armor is crafted to form-fit their appearance, and the act of making armor appear like the natural shapes of a muscular frame has been popularized among the Orcs, and even adopted to an extent by other groups like the Imperial Guard and other Ailor organizations. Orcs are frequently projected to wear tribal furs and ragged clothes with animal teeth, but this is far from the truth, as this aesthetic belongs to the [[Url]]. Orcs in fact do not enjoy wearing dirty tribal clothing and look down on those who do. Some Orcs have also started wearing Ailor clothing, particular styles set forward by the nobility, which is completely acceptable to Orc society. Particularly [[Etosian]] and [[Dressolini]] fashions have been received well by the Orcs, however, they look down on the promiscuity of [[Velheim]] and [[Daendroque]] fashions.  
 
====Art====
Orc Art is primarily expressed in the metal that they love the most when it comes to artistic expression which is [[Bronze]]. Orcs are expert Bronze casters and any Orc Pōlorc is littered with Bronze statues of great Orc warriors and leaders, while many Orcs wear Bronze jewelry. Bronze is also used in weapons from time to time, but due to its inferiority to [[Blacksteel]], Orcs prefer to use Blacksteel for actual warfare, while Bronze is used for ceremonial activities. Orc statues are generally very similar to those from [[Imperial Culture]], leading some to conclude Imperial sculpting actually adopted Orc statue themes for itself. These themes are usually dominated by Orcs in states of wrestling, fighting mythical and legendary creatures, or just generally victory posing on some fallen foe or rock. More rigid and guard-like statues in Orc armor are also used to line streets, hold up lanterns, or decorate doorways of buildings that are important to the Orcs. Each Pōlorc usually has one massive statue called the Protrōcnokhar, or the founder of the Pōlorc that became some sort of legendary ancestor to all Pōlorc members, even if they are still alive. Orc Art outside of the use of statues, however, is surprisingly nonexistent. While in some Orc homes weave patterns of their cloth separators could be considered art, they do not have any paintings, drawings, wood carvings, or tapestries.  


====Cuisine====
====Cuisine====
Orc cuisine, unlike their architecture, is barely sophisticated. They consume mostly meat (with a few roots and nuts) and do very little to prepare this food. Sometimes an Orc who has lived among Ailor will grow used to the taste of grilled or fried meat and like it, but most Orcs will continue to consume raw meat if they can. Their art on the other hand, is a bit more sophisticated, if a “hate it or love it” mentality. Orcs produce art purely out of [[Tin]] (discounting the carving works of art that are the pillars that support the roofs of their buildings). They use raw strength with their hands covered in thick leathery gloves to bend the tin into shape after heating it. Most depictions of such tin Orc art is crude, with burn marks and sharp edges, and their subject matter is often primitive. Sword arrangements are frequent, but also displays of the hunt or just veneration of Orc ancestors are frequent themes. Orc pieces of Art have become more popular in the Regalian Empire as of recent, particularly among the military inclined families for their intrinsically war-themed value.  
It is a common misconception that Orcs only eat meat. It is true that Orcs adore meat, particularly a well-done piece of steak, but they frequently also consume vegetables. Their preferences lean more towards roasted vegetables with mushrooms. Orcs will however completely avoid poultry like the plague. In Orc beliefs, poultry is diseased meat that makes one weaker, and anyone who craves after poultry is a dirty and unclear person. Orc seasoning tends to be very strong, and there is a particular plant called a [[Stōor Root]] that is used to make food taste incredibly savory to Orcs, but for some reason, the substance tastes extremely bitter to other Races, to the point of being inedible. Orcs can however greatly appreciate fine dining as produced by Ailor, and it is not unusual for Orcs to hire Ailor chefs in Regalia to produce fine dining for their banquets and feasts in their Hold. One thing that sets Orc cuisine apart from others is their fruit art, where in cooking they love to have their fruits and vegetables presented with carvings of flowers or animals. For example, a watermelon might be cut in half, and with a knife have scored cuts in it to cause it to resemble a lily flower. This is an odd contrast to the Orcs actual dislike of actual flowers, though many have theorized that this is just because Orcs dislike how most flowers aren’t edible and end up treating them like weeds. Edible types of roses are however permitted to be cultivated inside Pōlorcs.
 
====Architecture and Buildings====
Orc Architecture is strangely elegant and yet familiar to outsiders. In many ways the Orcs have adopted the pillar-based structure of construction also seen in Altalar temples and Etosian construction, but made it their own and developed it entirely independently from these other cultures in Guldar. Long, temple-like structures are built in a rectangular shape on a raised slab of thick brick, which is called a Hold. There is no real staircase entry or even a slope, and to enter such a houseone must climb on top of the stone slab which is often six feet off the ground. The rectangle is surrounded by pillars which are expertly carved in the image of either some wild creature, or an Orc holding up the roof. The roof itself is a beam support section without nails or fastening, an ingenious construction of interlocking wooden panels that are both flexible and yet retain their sturdy positioning. It is said that because of these wooden panels, that Orc buildings are the only buildings completely immune to earthquake and tremor damage, and because of their height, suffer little to no flooding damage either. These buildings do not have any walls, windows or doors, rather, the various rooms are separated by dyed cloth suspended from metal wires spanning between the pillars. Each room has a specific color with a specific purpose. Orc buildings are primitive in the Regalian sense without plumbing or running water, yet extremely homely and well lived-in. These places are kept extremely clean and tidy. Ailor often come to expect mounted skulls and animal remains scattered all around the personal abodes of Orcs, but are shocked to find not a drop of blood. It is in fact sacrilege to spill blood in the home, so if Orcs encounter a conflict, they quickly leave the building by jumping off the raised platform on the side.
 
Aside from a Hold, the Orcs have another structure called a Qarhold. Qarholds are houses intended for servants, and as such don’t have as many fancy decorations, while having increased privacy. Qarholds are never made of stone, with their pillars instead being made of red-dyed wood, while their rooms and outsides are separated by wooden lattices that do allow someone to look out, but not in very clearly due to the lack of lighting. Qarholds tend to be a bit more disorganized, with various slaves and servants living together in the same quarters, sharing communal eating and washing rooms. Public buildings also exist in Pōlorcs, most notably a public bath, a public library, the military academies and the Nōthorc secret police headquarters. At the very top of a Pōlorc’s hill are the Great Hold, or the house of the two Rakhōn, and the Temple to Orc Religion, which are set at an equal height. Particularly the Orc public baths are extremely important, as Orcs wash daily (which is a far greater amount than the occasional times a week among Ailor), and all Orc subraces have their own dedicated (non-gender) segregated baths. Slaves and non-Orcs are not permitted into the bath houses. These locations are so important that the Pōlorc even stations Nōthorc guards in front of it to ensure a calm and orderly usage of public facilities. Each citizen of a Pōlorc pays a fee to the bathing house, even if they have their own, or don’t go to it in the case of slaves who wash in a nearby river. Pōlorcs, in general, are extremely clean, a breath of fresh air when being compared even to Regalia’s main boulevard which will have rotten food, animal feces, or even just litter lying about with nobody caring enough to pick it up and dispose of it properly. Disease and squalor is effectively nonexistent in Pōlorcs or areas with a great number of Orc inhabitants (who may use threats of violence to force Ailor around them to wash more).
 
===Law and State===
Firstly, to understand Orc culture, one must understand their societal and hierarchy structure. While individual class and caste terms have been used on this page already, a clear overview is required to fully understand the cultural interactions of the Orc subraces. Much like among the Allar, all subraces live harmoniously together in a single caste structure (though there are occasional rebellions, which is something that does not happen among the Allar). Orc society as a whole knows no greater nationhood. While it is true that at one point in time during the Great Leaving the Orcs were united under one great Rakhōn, that seat has remained vacant since, and Orcs generally do not believe anyone will ever take up that position again unless a catastrophic calamity befalls their Pōlorcs. Orc society is divided between various Pōlorcs, or Mound Cities, which usually have a population of a few hundred to a few thousand (never more than 30,000, meaning they always remain small in terms of cities), centered around structures on a hill or mound. These Pōlorc might engage in conflicts with other Pōlorcs or with other Races for the purpose of refilling their Helōcanc populations, or just wage war on the Altalar for the sake of honor in battle.
 
Each Pōlorc is ruled by a duo-kingship, these kings are called Rakhōn. The title of king in a Pōlorc is hereditary, meaning it must always remain within the family, but any member of the family can inherit, and some cases where a father inherited from a son who inherited from a cousin are not unheard of. Kingship in Orc cities is also exclusively held by Orcōn. In the manner of rule, these kings are fully equal and cannot overrule each other, meaning that if one makes a ruling on a crime, the other cannot undo it or change the punishment. In many cases, they rule together, where if a difference of opinion occurs, the Rakhōn engage in an honor duel to settle whose ideas and plans get set forward. Rakhōn usually end up being skilled generals as well, but even though they act as kings of Pōlorcs, they do not actually engage in much day to day ruling. Indeed, the Rakhōn are very active in the military structure of a Pōlorc, and will engage in military campaigns to bring glory and wealth to their city, but when it concerns the social needs of their people, these kings are often blind to them, and engage in banquets or tournaments instead.
 
The Rakhōn leave ruling the social needs of the people to the Gerōnek, or the Council of Five. The Gerōnek are five men or women chosen from the Pōlorc’s population on a yearly basis. That is to say, there is a yearly vote, and the top five voted individuals receive the esteemed title of being part of the Gerōnek, with the only rule being that a Gerōnek member may never be Orcōn, since they are too busy fighting wars and already hold the seat of Rakhōn. In terms of hierarchical power, the Gerōnek is second only to the kings, but decide upon concerns and social issues such as taxes, fees for the Orc barracks and the laws of each Pōlorc without Rakhōn input. Being part of the Gerōnek can however be mildly unpleasant, if only just for the Nōthera (Nōthorc in the Pōlorc’s secret service).
 
Calling the Nōthera secret service however, might be a disservice to the professionalism of the Regalian secret service. The Nōthera function in much the same way where there exist enforcers and informants, but they perform their act in a very public and shameless manner. Nōthera will for example publicly beat a convicted rebel Gorak to death, or engage in public vandalism and brutality to set an example. The Nōthera continually breathe down the necks of the Gerōnek, demanding them to be efficient, and free of corruption. It is not so severe that the Nōthera actually control the Gerōnek, but they are always in sight and appear intimidating or threatening, causing an atmosphere of fear among the Gerōnek. Nōthorc who are physically capable and have the right violent attitude are usually recruited into the Nōthera, while Nothōrc who are not become the Nōthyto. For ease of reference, here follows a detailed list of all the social castes and their functions:
*At the top, the Orcōn Rakhōn are the duo-kings of the Pōlorcs. They double as generals and military leaders, but are usually more self-leisured in their day to day activities.
*Below the Rakhōn is the annually elected Gerōnek made up of non-Orcōn. The Gerōnek deals with the bureaucratic and civilian needs of Orc Society.
*Below the Gerōnek are the Orcōn (both the name for the subrace and caste) which are the warriors and soldiers. Each Orcōn (if physically suitable) is recruited into the Orc military for life. Upon graduating at the age of 14, they are given an estate (details further below) to sustain them and provide for an income. Orcōn are the only caste along with the above and Orctakcgaar who have full citizenship rights in a Pōlorc.
*Below the Orcōn are the Orctakcgaar. The Orctakcgaar are Orcs who are not as physically imposing or capable as Orcōn, usually by birth of some defect or simply not being broad/tall enough by birth. These become the primary caretakers and house-masters of the Orcōn estates, tending to the servants and slaves in the absence of the Orcōn. Most Orcōn are assigned an Orctakcgaar for life, but changing them is also possible, and they usually become good friends.
*Below the Orctakcgaar are the Nōthorc, which is curious, because this means that Half-Orcs actually have higher citizenship rights than Arak or Gorek Orcs do. Indeed, the Half-Orcs are empowered for the sake of exchanging that societal control (which feeds neatly into their ego) by recruiting only Nōthorc into the Nōthera, or secret service. Nōthorc however have less social rights than Orcōn, who are the only ones permitted to own estates and vast wealth in Orc Society.
*Below the Nōthorc are the Nōthyto, or the unsuitable Half-Orcs. These remain unsuitable for secret service duty, and as such become the more entertainment and espionage caste of Orc society, bringing forth dancers, musicians, courtesans, spies and saboteurs. Nōthyto have the same rights as Nōthorc, but are sometimes looked down upon by the Orcōn as less than valuable.
*Below both types of Half-Orc exist the Ikōcanc, the worker class, comprised of Arak. The Ikōcanc have half-citizenship, meaning they have the right to some property and a personal home, but not to judicial protections and lessened punishments for disobedience. The Arak fulfill the roles of the craftsmen and the skilled caretakers, the farmers, scribes, builders, architects and weavers.
*Below the Ikōcanc are the Gornanc, or the Gorak Orc. These have less rights than the Ikōcanc in that they are not permitted personal property in terms of housing, and live together with other Gorak in so called Gorak Barracks, usually in underground catacombs. The Gornanc fulfill the lower rung jobs of miners, harvesters, lumberjacks, but curiously enough also the traders, diplomats and black powder experts.
*Below the Gornanc are the Helōcanc, who have not been covered much on this page. Helōcanc refers to the conquered or willingly subjugated non-Orc populations, meaning any person of any other Race. This sets a peculiar notion for Orc society that Orcs actually accept non-Orc readily in their midst, but only as slaves. They are permitted a little bit of property in terms of personal possessions that can fit in a backpack, but are not permitted personal wealth beyond what is saved up in service. Helōcanc perform the jobs that the Gornanc feel too good for, like trash collection, cooking, tending to animals and menial labour. Living as a Helōcanc in Orc society is not as brutal as being an Altalar slave, but misbehaving usually results in broken bones since Orcōn can be very violent with their slave property. The Helōcanc are usually the slave population that joins the Gornanc in their rebellions when they occur, meaning they are also the harshest repressed by the Nōthorc.
*There is an unspoken rank of Orc society that is equal to the Helōcanc, which are the so-called Yub-Yubs. Yub-Yubs are Orc who are deemed mentally deficient by Orc society, who speak like they have speech impediments and can only think about food and fighting. Orc are somewhat kinder on their kin with mental disabilities than Regalians (who just lock them up), by keeping them around as idle entertainment. Yub-Yubs however don’t get any honor or opportunity to exist in Orc high-society, and are usually kept at arm’s length by the Orcōn for the shame they bring on their kind, feeding into the Orc stereotypes of other Races.
 
There are a couple of things still worth noting. The status of one’s parents in the social caste structure is not indicative of the child’s social rank. For example, if an Orcōn warrior has several Ailor slaves, and sires a child with one of them, that child becomes a Nōthorc, despite the fact that its mother was a slave. This Nōthorc is then ripped from the mother and taught to work in the secret service. This sometimes creates situations where a Nōthorc child is taught to hate its non-Orcōn parent, and repress their social caste from being able to climb up the ranks. Additionally, Helōcanc aren’t permanently tied to service. It is possible for a Helōcanc to be freed of service by its owner, or earn its freedom through 20 years of consecutive service. Even after earning this however, Helōcanc remain in service to the Orcōn. For some Daendroque and Altalar who survive Orcōn military campaigns, service in Pōlorcs isn’t all that bad, as Orcōn certainly provide the strongest defense from brigands and outsiders, and Orc society is very clean and healthy overall, a stark difference from the political intrigue at home, and the squalid conditions of Daendroquin human cities. While to an outsider Orc society may be exceedingly repressive of even its own sub-Races (something that does not happen in any other Race), it is a structure built on the security afforded by the Orcōn and their semi-benevolent (if sometimes violent) rule, while also factoring in the fear caused by the secret police. Slave rebellions that occur are usually caused by Gornanc fostering ill feelings among the Helōcanc and then pressing forward to extract some advantage of their own, usually over the dead bodies of the people they convinced to rebel.
 
Orc law is as one might expect, incredibly militarily oriented and brutal. Orc don’t actually have any laws against theft, because the concept of theft is practically impossible in Orc society. Orcōn can just take things from other social castes when they feel like it, and even from each other if the other lacks the strength to keep it. It is impossible for other castes to take things from others, as the laws only allow them a certain quantity of possessions, while the rest is taken by the Pōlorc’s bureaucratic structure. To steal is to gain more than is allowed in possessions, meaning it usually confiscated by the city. Murder, blasphemy and disobedience however are some of the worst crimes in Orc society. Orcs deal with these type of crimes with heavy public beatings, lashings and humiliations, but never execution. Orcs believe that executing criminals for their crimes is pointless, and a broken and subjugated repentant criminal is always better than a dead one. This makes Orc society the only culture that is very much against capital punishment, and actively even goes out of its way to encourage other societies to abandon the capital punishment in favor of forced slavery, asking instead for their punishments to be commuted into life service as Helōcanc for an Orcōn.
 
====Orcōn Estates====
Orcōn own Estates that aren’t quite the same as a Regalian Estate. Estates in Orc society refer to the property owned by an Orcōn when they enter the military structure. Usually when a recruit joins the military, a new Hold (house) will be built, along with a plot of land assigned to that Hold. When the recruit graduates, an additional Qarhold is made, which acts as the outhouse for the servants, slaves and workers. As such, an Estate is traditionally seen as a single building acting as the main residence for the Orcōn and their personal retinues, with an outhouse next to it that contains all the servants and slaves, and a certain amount of land outside of the Pōlorc walls that belongs to said Estate for cultivation. Orcōn who own estates are rarely at their own Estate, every Orcōn in Regalia owns one somewhere in a Pōlorc in Daendroc, but rarely visits it. It is maintained by their steward and manned by the servants, producing either food or other plantation resources for sale. The money that an Estate makes is then used to pay upkeep fees within the military, membership fees to the barracks, as well as personal living expenses. Despite being financially taken care of, Orcōn aren’t usually that wealthy, since most of the money made is immediately spent on bills. Orcs are not so wasteful that they simply allow Orcōn to become wealthy doing nothing, the Estates exist to give the Orcōn the freedom to focus on the military with all their free time and mind, and not have to worry about making enough money for bread at the end of the day. When an Orcōn dies, the estate can be given to any other Orcōn. While Orcōn spend very little time in Estates, they do think fondly back on what little time they spend there, as it is their home and only private place in existence. Orcōn sleep in communal quarters in barracks and have very little personal private space.
 
Orcs in Regalia exist in one of two areas, either in the inner Pōlorc which is a walled district of Regalia with open housing for even non-Orcs, or the more traditional outside Pōlorc. The Outside Pōlorc is only for Orcs who actually want to maintain their Estates in Regalia as opposed to Daendroc, which is allowed through a transfer mechanism. Orcōn in Regalia act as mercenaries or warriors for hire usually, while non-Orcōn can either work on Orcōn Estates in Regalia, or find other employment around the city. Orcs in Regalia tend to stick together a lot, which can sometimes be complicated. An Orcōn might for example still try to enforce the Orc society standard of possession limitations on an Arak Orc, who under Regalian law is actually allowed to own a lot more. A lot of conflict there is caused by the Regalian law superseding Orc customs and culture, sometimes resulting in violent encounters between the guards and Orcs, as well as Orcōn and other Orc castes not behaving like they ought to in Regalia, in the eyes of the Orcōn. Estate ownership in Regalia requires approval by the Gerōnerk of Regalia (as the Regalian Pōlorc does not have Rakhōns), after which an Estate is usually built and maintained on the external Pōlorc. It is however expected that any Orcōn owning an Estate on the external Pōlorc maintains it with servants and slaves also, as an Estate without them it doomed to go bankrupt.
 
====Education and Childhood====
Orc society childhood can sometimes be called brutal, or even child-unfriendly. Among the Orcōn, children are recruited into the military at age 5, after which they are put through a brutal training regiment to ensure their discipline, obedience and effectiveness in a military structure. They are given armor and weapons, and subsist on food provided by the barracks where they also sleep in communal halls with other recruits. Ineffective and weak recruits are punished severely by the whip, and there is little room for kindness. Children of non-Orcōn classes tend to have a far more traditional childhood, but actual education institutions do not exist. There exist only the Orcōn military academies, and the Nōthorc secret service schools, which are equally harsh on their recruits to ensure they fulfill the necessary mindset required for their work. As such, Orcōn and Nōthorc childhoods are usually considered harsh, which to a point also adds into some of their latent resentment to the childhood of Arak and Gorak children. This can also invert itself and become disdain for those who have mild childhoods with caring homes, referring to them as weak and ineffective at teaching children good conduct and habits. Even among the Arak and Gorak however, there exist some communal teaching through so-called Utenōn, where an Arak or Gorak hosts public fitness classes and lessons on a square somewhere in the Pōlorc for children (even of the slave caste). In Orc society, physical fitness is incredibly important and seen as a must. Those who become overweight or lose physical fitness are usually forced into gruelling regiments to catch them back up to the Orc ideal. This is why most Arak and Gorak are actually also physically fit, even if their day to day job does not involve anything but docile and sedentary work.
 
====Orcōn Honor Code====
In Orcōn culture, honor is everything. Orcōn despise cowards who fight from a distance, and they uphold the honor value of an Orcōn fighting another opponent. Even on the battlefield, you will not quickly find an Orcōn coming between another Orcōn and their opponent, unless the Orcōn is badly losing and asks for help. They value courage in the face of adversity and respect those who stand up against their foes, even if they fail. Orcōn have a means to quench their natural need for violence and fighting (particularly during the Orken Thrift) with a duel called the Ghoormakh. A Ghoormakh is usually held outside of a populated area (as the Orcōn actively try not to upset the local populations) or in a Goor Arena. A Ghoormakh is essentially a test of brawl strength where two Orcōn engage in fight that can both be described as wrestling as well as fist fighting. The first step is to test actual raw strength while pushing into each other, after which the first person who gets pushed back may commence punching the other. When the first punches are hit, the opponent may strike back and after that it simply becomes a fight until both parties agree that their need for violence has been adequate satiated. Ghoormakhs can, curiously enough, also be held with non-Orcōn. Orcōn often treat Ghoormakh’s as bonding experiences for their friends as well as family, as it is also a great way for a father or mother to teach their son how to fight. The Orcōn Code can also be expressed in a few clear core points:
*Honor is the most important core value of the Code. Honor in life means upholding a good moral standard (by Orc standard anyway) as well as being dignified and having self-respect.
*Courage is the second most important core value of the Code. Courage demands strength in the face of adversity, but also strongly denounced desertion, retreat and fleeing from battle.
*Respect is the third most important core value of the Code. Respect is needed to be obedient and subservient to superiors, but also to respect the value of lesser beings as having a role in life.
*Integrity is the fourth most important core value of the Code. Integrity is needed to be consistent and honorable to one’s own beliefs, and to not change one’s mind or step back on earlier commitments.
*Loyalty is the fifth most important core value of the Code. Loyalty demands that all Orcs fight the sake of their kind in their Pōlorc, or at least for the sake of Orcs when repressed or attacked by other Races.
*Self-Control is the sixth most important core value of the Code. Self-control meaning to restrain from the Thrift, to remain in control of one’s own actions, and to not become a savage being.  


====Folklore & Spiritualism====
==Crafts and Industry==
Orc folklore is rich in tales of great Orc hunters who slew massive and dangerous beasts with great valor, bravery and honor. They have tales of battles of the ages, and how outnumbered Orcs protected their families from large marauding masses of Elves wishing to annihilate their outnumbered foe. These tales aren’t always entirely based on truth, but that is hardly ever the point. Ork Folklore exists to teach the young ones the concept of honor, and adherence to it, and what happens to those who bring dishonor on themselves and their Toloq. Their language, in all its extreme complexities is perfect to support the very visual storytelling Orcs do, with grandiose use of body language and non verbal communication to get events across. The Orcs are categorically incapable of becoming Mages, but this is not strictly speaking true in the literal sense. Orcs are unable to bridge properly with the Void or Exist for some unknown reason, though many Scholars have alluded to the idea that their race simply developed a natural defense against it because of their aggressive mental aversion to Magic, the usage of it in their presence sending them into rage against the unnatural perversion of their spiritual beliefs. Instead, where a child could be born with a connection to these other dimensions, the fluctuation in their soul instead turns to the Soul Rivers of Aloria to establish a connection. Instead of breaking out of the Alorian realm, their Mage Spark turns back, and attaches itself violently to the natural essences of Aloria. This results in these children being considered cursed among the Orcs, because whenever one is born, they are unable to wield their powers, resulting in the appearance of many apparitions and poltergeists wherever they are. Such children are quickly abandoned, and even during the last three centuries, sold into slavery, usually to Altalar who study them as a curiosity, since they do not develop any outward powers, but have a very unique connection with the Soul Rivers, being able to call upon the Soul Rivers to re-materialize the Soul Essence of a long deceased person, and act as a conduit for them to gain conscience and speak to the living. Among the Altalar, they are extremely valuable, because they are often the only mechanic to communicate with the Archmages and Altalar Princes of old, who might be bargained with to spill their magical secrets of the Allorn Empire. Orcs who master this skill are called the Tamaanh, which roughly translates to the ones who speak with the dead, or Ammu-Malanth-Kaar, as the Altalar refer to them. Some Tamaanh do exist in Orken society, eventually gaining the respect of the clans and living on the edges so as to not disturb the others with the passing of the dead, and they remain a very much sought after commodity for the Altalar to own.
A topic that isn't often touched in other societies is the hidden industrial potential of Orcs. While they are primarily a somewhat ascetic culture, they have been known to be able to cultivate great industry for the sake of mass armor and weapon production. Orc bronze casters are some of the most skilled and renown across the world, and their ability to produce brilliant bronze statues is unrivaled. Among the Arak, weaving is an encouraged craft, along with papyrus weaving. This might sound like a redundant craft since the Orcs do not write much in terms of historical narration, however papyrus paper holds an incredible value in Orc society, as the civilian apparatus of their communities relies on paper records to keep track of all fees and taxations within the Mound Cities. Orcs that maintain the Estates for the Orcōn require a great deal of algebra and mathematical skill, meaning they are also excellent mathematicians and bureaucrats. The Gorak are excellent at black powder, particularly cultivated to help them with blast mining (and sometimes blast fishing). Their explosive and black powder weapons have eventually been adopted by the Orcōn in military tactics, as Orcōn numbers do not replenish fast enough to validate a full frontal assault on an enemy defensive position, even if it is glorious or honorable. As such, Gorak black powder is used in a first volley of siege fire, after which the Orcōn rush in under the cover of smoke and confusion. Arak are known to produce some of the most beautiful ceremonial armor also, using horse hairs that are dyed in rich colors to produce fantastic outfits that both showcase the physical raw power of the person wearing it, as well as their wealth with a great polish and gold and silver finish. Orc armor smiths are considered on-par with Dwarven smiths, and Orc smiths actually work very well together with Dwarven smiths, having produced specialized siege equipment like the Dwarven powdered and Orc muscle pushed land-beetle, a completely metal-clad structure that is pushed and rolled around by Orcs inside of it, using black powder and explosives to do damage to the enemy. Orcs in most cases desperately avoid naval combat because their size is actually a disadvantage there, but they do produce the best knots and ropes known on Aloria, having developed a great deal of rope tying techniques that are even in use in the Regalian Navy, without any Ailor really knowing about it.  


[[File:Orcjar.png|260px|thumb|right|Male Orcs in particular have very strong facial features, some of the most pronounced in any race.]]
==Religion==
====Family & Romance====
Orc religion is called "The Call of Vakgar and Makosh" -- very central to their existence and philosophy in life. The central deity in life for the Orcs is Vakgar, accompanied by the haunting terror bird Yazgar. In the religious beliefs of the Orcs, Vakgar and Makosh are hunted their entire life by Yazgar, the hunting bird as large as a mountain that eats Orc hearts. They are hunted because Vakgar and Makosh are the last survivors of an epic battle that caused the creation of all things between the Orc gods and Yazgar, who is the destroyer of all things. Orcs believe they must fight to bring glory to Vakgar, thus lending their strength to him, allowing him to outsmart or defeat the terror bird in combat. They also believe that they must be honorable and stand together, remain loyal to each other, and support each other, thus lending their support to Makosh who helps Vakgar. Orcs also believe that if they do not engage in these acts of borrowing their power and support, Vakgar and Makosh will be killed and their hearts will be eaten, resulting in the end of the Orc Race. Despite the fact that Yazgar is depicted as a terror bird that brings about the apocalypse to the Orcs, she is also revered as a symbol of fertility, wealth, and future generations. Furthermore, the relation between Vakgar and Makosh can also vary and have layers of complexion. Sometimes they are depicted as brothers in arms, sometimes as siblings, sometimes as twins, and sometimes as lovers. Makosh and Vakgar are non-gendered names, meaning that their genders can also vary. Vakgar is usually depicted as having "a mohawk that is more black than red" wielding a burning torch and an axe, while Makosh is depicted as having "a mohawk that is more red than black" wielding a shield and a spear. When depicted, they are usually opposite each other or next to each other, juxtaposed to Yazgar who swoops over them.
Romance and love in Orc society is wild and free, but somewhat publicly restrained. Orcs, like the [[Allar]], don’t inherently see a difference between same sex and opposite sex relationships, though this can vary from Toloq to Toloq. Sometimes an elder may object to same sex relations because of the need of procreation, but will relent if love is the only thing that matters. What this means, is that Orcs do not wish to get in the way of true love, no matter how much they disapprove, unless that love were to undermine the concepts of honor or loyalty to one’s family or the Toloq. In rare cases, courtships between Orcs is denied by the elders because a partner is untouchable, or because they have done dishonorable things, or because the courtship itself came into being because of dishonor. What remains to be said about the relationships themselves is that Orcs are fiercely loyal to their partner and offspring, very restrained to show it in public, yet very wild and passionate about it in private. Orcs however engage in a strange cultural belief called “Gra”, in which it is fine for Orcs to maintain even intimate relations with others outside of Orc society as long as they are any race other than Orc. These are rare, but they do occur, and are an essential form of culturally accepted adultery to ensure that the Orc in question remains more loyal to their Orc mate, for an Orc to bond with a non-Orc is unspeakable. Orcs do not formally marry after receiving permission. They simply make bond vows in the presence of their family, who will hold them both to uphold the honor of the bond they made.


====Law====
Vakgar teaches the Orcs to believe in the constant need to self-train and to become better at what they do, as well as defending themselves. Makosh teaches them solidarity and that every Orc no matter how hard they have fallen can be redeemed by their own strength. Orcs do not have a centralized priesthood, but do have some places of worship or any shrines or temples, though mostly for token presence and display. Their understanding and adherence to the religion of The Call of Vakgar is a very personal one; something intertwined with their own sense of pride and honor. One will never find an Orc praying, but Orcs can sometimes be heard praising either deity during a battle, fight or when celebrating a victory, and Orcs can sometimes also return to temples and shrines for personal contemplation about important decisions in life and internal struggles.
Orc Law is probably the most developed form of law in the world besides the Regalian Judicial system, and uses a very different approach. Instead of a guilty party proving their innocence to a judge who wishes to see them judged guilty, in Orc society, the accusing party has to prove the guilt of the accused and their dishonor in crime to a jury of any Orcs who wish to partake in the trial. Generally speaking anything that Regalia considers unlawful is unlawful to Orcs too. Entry into one’s house without permission, to take without an item being owned or owed, and to murder or beat without honorable duel consent are considered crimes against honor. The jury’s job is to find the accused guilty or innocent, and if guilty, the accusing party may decide the punishment based on what is appropriate for the crime, not the jury, and they may also be the ones to exact the punishment. More often than not however is an Orc forced to do a walk of shame and a kneeled atonement in which they walk the length of the Orc settlement to experience what it is like to be untouchable, before kneeling at the end to beg for forgiveness for their crime. If the crime wasn’t as bad as dishonorable murder, the accusing party will usually forgive the crime and the accused and defender will grow closer, unless the Orc shows utterly no remorse, in which case an honor vendetta is declared, which usually leads to more killing for honor.  


====Music & Clothing====
Because one of the central themes is the chase of a monster and the fight to conquer it, Orcs end up seeing the great hunt for a beast to slay as a religious form of dedication to their gods. They will often hire outsiders to do the actual hunting as Orcs are absolutely terrible at tracking wild animals, but will fight with the creature themselves to try and test their strength and mettle and become legendary warriors who have taken down great beasts. In the eyes of other religions, the call of Vakgar is more of a life philosophy than an actual religion, which is why most Orcs can get away with not converting to [[Unionism]] in Regalia. There are certain parallels to be drawn between the religion and the mysterious history of the Orcs when they were still under the firm control of the avian Race of Guldar. As such, most scholars consider Orc religion more of a historical narrative than an actually enforced religion. It should come as no surprise that there is no real way to anger the Orc gods or commit heresy. The religion lacks any rulesets aside from the appraisal of both deities in various situations which just comes naturally to the Orcs, and sometimes Orcs can even convert to Unionism and upkeep their old Orc faith beliefs as they do not conflict with Unionist tenets.  
Orc Music is, just like their art, a love it or hate it situation. Orcs have mastered the art of throat chanting at very low baritone levels, and can do so while accompanied with a collection of drums and other percussion instruments. Orc musical instruments are usually not very sophisticated and most singing occurs just before battle to rouse the spirits of the soldiers. That being said, in more recent times, the Valuur Orcs have become more popular as regular singers because their voices aren’t always as ragged and deep as that of the regular Orcs. Clothing among the Orcs is a touchy subject. An Orc naturally loves to be as “au naturel” as possible, but the concept of civilized modesty is not alien to them, and many have even embraced it. The time of Orcs walking around as nature made them is long past, and even the more uncivilized Clans have adopted at least the most basic of clothing scheme. For Orcs, to show one’s skin on the legs, particularly anywhere below the knees is vulgar and offensive. To Ailor, it would be like showing off one’s behind in disrespect. Nearly all Orcs wear a tight belt at their waist, with a leather underpants that wraps all the way down to their ankles, where their feet are usually bound in with cloth, and covered with sandals. These underpants are usually decorated with loose strips of leather on the side, and covered either with a battle skirt made of wool, dyed in the colors of the Toloq, or a toga-like cloth covering one shoulder down to the waist and draped down both sides. Formally, women’s breasts are not covered in Orc society, but when in Ailor society, they take the precaution of covering their breasts from public sight with cloth bindings. Some Orcs, however, have developed a keen fashion sense that compliments their history. Clothing patterns with expertly woven animal or bone-like themes are common, and sometimes even shirts are produced for Orcs, not only by Ailor weavers, but even Orc tailors. At home, an Orc will prefer to walk around shirtless, though in public, an Orc will choose to be more modest, especially around strangers. Orcs in Regalia have particularly adapted well to Imperial Fashion, which suits their personal color preferences as well as stylistic choices. Sometimes bones are used as embellishments or buttons to keep clothes in one piece, but Orcs (especially those who dress) make an effort not to look like a savage when they take the effort to wear expensive cloth, which in itself is a sign of their wealth and pride in success, even if they will give some form of homage to their old tribal cultural heritage. Pelts and personal decorations (such as bone necklaces) that call back to previous hunts and glorious feats are common around the neck. An Orc may also choose to use a variety of facial decorations. War paint on the face and body is common, as are tattoos, piercings, studs, even in lips, brows and curiously enough even in their tusks. They braid their hair in thick braids which are bound together by either strips of leather or silver plating if they can afford it. Orcs do not particularly seem like the kind of people who would care much for fashion, and inherently they do not. After all, when they go to battle, they often wear as little as possible to avoid constraining themselves, but Orcs have developed a keen sense of being able to show themselves off and being able to stand out in society for other reasons than being Orc. Orcs love compliments, so they seek public approval in public, even if at home they will be far more prone to show bare skin and bare emotion.
===Religion===
[[File:Orckisilv.png|260px|thumb|right|Orcs can become Silven, but become so very rarely, and even if they do, the babies barley survive since Orcs are naturally fearful of things that are unnatural, and Silven are unnatural. Shaving off eyebrows is often done to Orcs who are considered Untouchables.]]
Orc religion is called "The Call of Vakgar and Makosh" -- very central to their existence and philosophy in life. The central deity in life for the Orcs is Vakgar, accompanied by the haunting terror bird Yazgar. In the religious beliefs of the Orcs, Vakgar and Makosh are hunted their entire life by Yazgar, the hunting bird as large as a mountain that eats Orc hearts. Orcs believe they must fight to bring glory to Vakgar, thus lending their strength to him, allowing him to outsmart or defeat the terror bird in combat. They also believe that they must be honorable and stand together, remain loyal to each other, and support each other, thus lending their support to Makosh who helps Vakgar. Orcs also believe that if they do not engage in these acts of borrowing their power and support, Vakgar and Makosh will be killed and their hearts will be eaten, resulting in the end of the Orc race. Despite the fact that Yazgar is depicted as a terror bird that brings about the apocalypse to the Orcs, she is also revered as a symbol of fertility, wealth, and the future generations. It is said Yazgar hunts Vakgar and Makosh because Orc hearts are the only food its children will eat to survive, bringing about the idea that the hunt on the Orcs is more of a struggle to survive than pleasure or substance. This creates a complex system of hunter and prey, the roles being not always obvious and often reversing depending on the situation. Furthermore, the relation between Vakgar and Makosh can also vary and have layers of complexion. Sometimes they are depicted as brothers in arms, sometimes as siblings, sometimes as twins, and sometimes as lovers. Makosh and Vakgar are non-gendered names, meaning that their genders can also vary. Vakgar is usually depicted as having "a mohawk that is more black than red" wielding a burning torch and an axe, while Makosh is depicted as having "a mohawk that is more red than black" wielding a shield and a spear. When depicted, they are usually opposite each other or next to each other, juxtaposted to Yazgar who swoops over them.  


The results of these complex beliefs is that Orcs generally are bloodthirsty for battle, and more notably, consume the hearts of their own dead. Either fallen in battle, killed by disease, or old age, Orc hearts are consumed by the tribe to bring appeasement to Yazgar. In the same vein however, they believe in the constant need to self-train and to become better at what they do, as well as defending themselves. Finally, Makosh teaches them solidarity and that every Orc no matter how hard they have fallen can be redeemed by their own strength. Orcs do not have a centralized priesthood, but do have some places of worship or any shrines or temples, though mostly for token presence and display. Their understanding and adherence to the religion of The Call of Vakgar is a very personal one; something intertwined with their own sense of pride and honor. One will never find an Orc praying, but Orcs can sometimes be heard praising either deity during a hunt, fight or when celebrating a victory, and Orcs can sometimes also return to temples and shrines for personal contemplation about important decisions in life and internal struggles.  
==Regarding Orc Tribes==
While much on this page alludes to the non-existence of tribal communities of Orcs, they do actually exist, though very much on the fringes of Orc society, or even completely outside of it. Orcs who are outcasts and have their names cursed, or Orcs who pursue a life in brigandry usually end up forming warbands under warlords, and on independent territory away from the Pōlorcs. These tribal communities of Orcs work very different, in that they have broken down the caste structure and all subraces of Orcs are equal, but there is also no room for half-Orcs or non-Orc slaves. The tribes are brutal, giving into their Thrift and using it to empower their combat, while abandoning many of the things that make Orcs sophisticated by wearing dirty animal pelts, absconding personal hygiene, and living in tents and ignoring cultural pursuits. Orc tribes are usually exactly what Altalar project them to be, bloodthirsty and cruel even to their own kind, only accepting Orcs who were outcast and strong enough to survive on their own, and killing others who they deem too weak to survive and stealing the food they need to survive. These camps are generally strongly avoided by all other races because these Orcs survive in ways that are bordering on beastly. Some occasionally go to Regalia where they are sadly underestimated by non-Orcs as just being Yub-Yubs. It should come as no surprise that the Orcōn have a strong dislike of the tribal Orc populations, and any Pōlorc that is aware of such camps existing in its lands, sends forth army regiments in an attempt to purge them and rid their lands of potential chaos and crime. Very rarely, peaceful Orc tribes might also exist. These tribes are more melancholic and self-defacing in nature, meaning that the Orcs living among them are at the end of their ropes and ready to give up on never entering Orc society ever again. These camps are usually filled with alcoholics and deserters too cowardly to face punishment or responsibility for their crime. Pōlorcs usually actually do nothing about these camps, and even send them food supplies, even if that is considered an insult in Orc culture. This is because the leaders of Pōlorcs believe that a peaceful tribal camp is usually better than a rogue one, and that them sending food and said food being accepted is an expression of their military and social superiority, validating their belief that these Orcs are not suitable for Orc society and that their cursing and outcast status was justice.  


Because of the central importance of hunting, Orcs love hunting, especially if the prey is a mean beast that is much larger than them. Hunting to them is both a religious spectacle as well as a test of strength, as the Orc religion encourages the idea that every day in life, Orcs should try to prove themselves to the world and each other to become stronger. In the eyes of other religions, the call of Vakgar is more of a life philosophy than an actual religion, which is why most Orcs can get away with not converting to Unionism in Regalia. There are certain parallels to be drawn between the religion and the mysterious history of the Orcs when they were still under the firm control of the Avarr. As such, most scholars consider Orc religion more of a historical narrative than an actually enforced religion. It should come as no surprise that there is no real way to anger the Orc gods or commit heresy. The religion lacks any rulesets aside from the appraisal of both deities in various situations which just comes naturally to the Orcs.
==Interactions and Customs==
===Combat and Warfare===
Orc Interactions and Customs provide an easily accessible list of small behavioral quirks that fall outside of the norm of Ailor behavior, and set Orcs apart from others. This list is not strictly speaking mandatory to observe, but can add extra immersion to Orc roleplay.
Orcs often function as the shock troops of many Human armies, particularly those of Regalia. Orcs find much employ in mercenary armies, as Humans often rely on them to soften up the enemy and limit the casualties of their own, a practice that has made some Orc mercenary companies quite famous and immensely rich. Orcs often rely on blunt or crushing force, large weapons like axes, clubs, and hammers are frequent favorites. Orcs also use little to no armor, neither fearing death or injury due to their body’s natural resistance to it. Orcs don’t formally wage war on anyone, instead, they simply raid whomever or whatever they feel they can raid, in some cases even their allies. Yet still, their alliances and connections persist, as it would be worse to be their enemies. Orcs are most feared for their use of ingenious and terrifying war machines in combat. They build massive catapults capable of shooting huge rocks far into enemy lines, while also using a variety of cleverly put together gunpowder contraptions and battering rams. It is often said that the most dangerous fighting unit in existence is an Orc army fueled by Dwarven technology.
*Orcōn look down on other Orcs who engage in childish, whimsical or “random” behavior in public. Childish behavior is called Yattōb, and while these kind of Orcs aren’t necessarily excluded from Orc society, they are kept away from more important and serious matters pertaining to battle and military planning.
*Orcs have a greater tolerance for pain, but this does not mean that their pain is felt any less. Equally, their skin is softer than one might expect, and in nearly all cases devoid of any dry or rashy patches. Indeed, Orc skin is generally very elastic and well cared for in their bathhouses, and thus Orcs do not develop wrinkles until at a very advanced age. Orc bare skin on skin touching in a non-combat scenario is seen as extremely personal. Touching an Orc on bare skin without approval or permission is a quick way to draw one into a brawl.
*Orc culture strictly worships the concept of “bigger Orc is better Orc”, and as such, size is always a strong factor in their relations to one another. The strength of an Orc is usually an indicator of how well they should be respected, but some variance does exist. Orcōn are not always the most respected, some lower castes who have skills that make them invaluable can still be respected more than the military Orcōn who are just soldiers with a number.
*Orcs show deference with a right hand flat to the left side of their chest, while a normal greeting is a balled fist to the left side of the chest. The first stands for a willingness to back up greeting with strength, while an open hand indicates vulnerability and openness towards a person, or submission.
*Orcs don’t necessarily see submission as a relation of one person who is stronger being able to defeat another person who is weaker. Submission sometimes also takes the form of one Orc submitting that another one is more intelligent, or submitting to their affection.
*Gorak are unsurprisingly completely devoid of any gestures of respect and deference, but the other Orc species also don’t come to expect any of them. Gorak use their language to indicate submission, though are often not believed because of how artificial it comes across.
*Orcs engage in much the same romantic gestures and intimate gestures as Ailor, but abhor the idea of doing this in public. Something that sets them apart from other Races however, is how Orcs see leg skin as inviting, and neck skin as very erotic to touch. Usually an Orc who is seeking intimacy with another Orc will progressively start baring leg-skin until the act is performed, while Orcs touching necks is considered an act of sexual intimacy. As such, Orcs always avoid necks in combat, and when among other Races, try very hard not to be touched on the neck.
*Friendships across Castes of Orcs are not unusual. There is a hidden form of deference and respect in all castes (except the Gorak) for the work of the others (though the Nōthorc might see it more as a respect for obedience and loyalty). Orcōn are often very close with their Orctakcgaar steward of their Estate. In fact, many Orcōn and their Orctakcgaar end up being lovers due to their domestic proximity.
*Helōcanc are not treated as poorly as other Race slaves are. They have basic protections in place that prevent extreme abuse, and it is actually possible for a Helōcanc to appeal to the Rakhōn for a new master, if their previous master can be proven to use excessive violence on them. That being said, excessive violence for some races can mean death, as Orcōn are permitted to use heavy beating and whipping to discipline their slaves.
*Charity and giving things for free is almost not-done among Orcs, and can be seen as a form of insult. For someone to give things to an Orc who does not belong to the Orcōn caste, the insult is found in how they cannot keep what they got, as they have limited possession rights. For the Orcōn it’s a sign of saying that the gifter believes the receiver is unable to sustain themselves off their own Estate, which is either an insult to their own martial prowess, or their Orctakcgaar’s steward skills.
*Orcs can get very defensive about their Estate, even the servant Arak and Gorak. It is akin to a football team support club. Fights breaking out between servants of two different Estates while their owners are away on a military mission are not uncommon, and sometimes found in the lowest rings of Pōlorcs.
*Orcs actually love the act of laughing, and anything to make them laugh is greatly appreciated. Orcs in general are disciplined and serious people, but need a certain amount of depressurization to avoid becoming completely devoid of personality. While technically entertainers are looked down upon for not being physically imposing enough to join proper castes, they are still appreciated for what they do to keep Orcōn grounded among their peers.
*Orcs, like [[Allar]], actually engage in the act of growling when they grow irritated. They are the only non-animal race that engages in the act of growling, which is usually audible through a low-gutteral reverberation in the back of their throat, producing a low pitched growling sound.  
*Orcs do not actually have sweat glands like other Races, and instead produce a very temperature sensitive oily substance on their skin when they become overheated. This oily substance is actually seen as something that exemplifies an Orc’s physical fitness and peak condition, and is seen as something aesthetic on an Orc’s skin. An Orc will never permit their skin to be touched when it has been applied however, as this would ruin the consistent appearance of it, unless this was done by someone they wanted to be touched by.
*Orcs like body tattooing, but completely avoid tattoos on the neck or legs, as these are considered intimate areas that must remain clean and untouched at all times by those who are not invited to do so.
*Orcs can sometimes in a fit of anger at each other engage in the act of forehead bashing and tusk locking. This can sometimes be misunderstood by Ailor, as the proximity of the lips of the Orcs can almost be as close as kissing, but actually they try to use their tusks to joust against each other, pushing the other back by the merit of their neck muscles and jaw strength.  
*Orcs use shorthand names for the castes. Orctakc are just called Orc, Orctakcgaar are called Orgaar, Helōcanc are called Helloc, Nōthorc are called Nōth, Nōthyto are called Tyt, Ikōcanc are called Ikōn, Gornanc are called Gord and Yub-Yubs are just called that.
*Offending a Rakhōn in passing while they are not present to defend themselves is extreme taboo in Orc culture, and liable to get an Orc to attack the offender to defend the honor of a Rakhōn, even if it is not the Rakhōn of the Pōlorc that the Orc belongs to.
*Orcs who are seeking violent confrontation with someone continually fist and unclench their hands over and over. Orcs who are seeking intellectual debate with someone pat themselves on the shoulder, usually with their right arm on their left shoulder. Orcs who are seeking entertainment and are bored repeatedly line a finger down the middle of their chest. Orcs who are seeking intimacy from another Orc will start rubbing their hands over their own neck, while a request for intimacy is to rub the neck of another Orc.
*Orcs look down in general on romantic relationships between Orcs and non-Orcs. While it is perfectly fine for an Orc to have a lover of a different Race, for an Orc to admit being in love with a non-Orc (which does not include Half-Orcs) is taboo.  
*Orcs never point their fingers at anyone, as pointing is considered vulgar and disgusting. Instead, when referring or trying to point at someone, they will raise an open hand with the palm pointed upwards, and all fingers extended flatly towards the person they want to point at. Equally, spitting is seen as something intensely insulting in Orc culture. Even people who spit passively in the presence of an Orc while not even conserving with them will see their spitting seen as an insult to the Orcs present.  
*Orcs have very strong possessive attitudes about their friends and romantic partner(s). It is quite normal for an Orc to be very controlling of who their significant other or friends hang out with, and what they do with others. This is largely because Orc possessions are so controlled in Orc society, that people are the only thing not controlled in quantity by the state, and Orcs become desperate to hold onto what they have.
*Orc racism is strong, but a little less pronounced than it may be in other races. Orcs do not go out of their way to be vocally racist to other races, but excessively acknowledge the physical shortcomings of other races, and only truly appreciate the Url as being in their league in terms of physicality. That being said, even the Url are distinguished as uncivilized due to their rather tribal and borderline barbaric appearance at times, something the Orcs consider themselves as having lived past.
*Communal bathing among Orcs is a frequently used way of fraternizing between soldiers, but also as a means to consider each other equal. As a general rule, Orcs keep their politics and social issues outside the door, and allow themselves to simply enjoy a bathing environment for what it is. In Regalia, bathing separation between Orc subspecies does not occur, so there, fraternization doubles as a way to get into a more laid-back contact with other orc species.
*Orcs can become Mages, but not Sorcerers, and can also be Silven. That being said, Orcs do not look kindly opon children who showcase magical heritage or skills, and as such are known to actually smother Silven children in their crib, or mercykill children who show magical abilities at a young age. Orc society has the smallest population of magically inclined individuals, who either hide, or flee Orc society altogether.
*Ranged weapons are considered dishonorable among the Orcōn, though Arak are allowed to use them due to their military necessity. Black powder weapons are an exception to the norm however, which the Orc call thunder weapons. Magic is also considered dishonorable, and any type of Ability that is used on an Orc is referred to as Uōjoron, or “Woojoo”, a short-hand name for “evil”. Orcs genuinely think that those who use Abilities are possessed by evil spirits that hate the living.  


==Trivia==
==Trivia==
*The concept of Warchiefs was done away with a long time ago, but the belief that Warchiefs have a harem of women to make offspring is still very prevalent among non Orcs. Orcs consider this a call to their more tribal being and brute ways, which they consider an insult.
*Orcs once existed in great tribes with warchiefs and clans, however this tribal form of living has long since disappeared and was replaced with civilized communal living.  
*Orc women are generally considered ugly among other races, but have a sort of exotic reputation among the men of the Ailor race in particular for being the wildest, free-est and most skilled lovers of all races.
*Orc women are generally considered ugly among other Races, but have a sort of exotic reputation among the men of the Ailor Race in particular for being the wildest, free-est and most skilled lovers of all Races.
*Orc children have not yet fully developed a sense of self restraint during their Orc Thrift-off periods (which only happen after their 10th year anyway). Instead, Orc infants and young frequently brawl with each other, and this is also a good way for them to learn each other’s limits and their own strengths.  
*Orcs age much faster than other Races. Most Orcs are physically mature at the age of 12 years old, even if their mind is still that of a teenager, until they are 15 years old, and become the mental equivalent of a 20 year old Ailor.  
*Orcs can surprisingly grow gray at a very young age, graying at around age 20. While some Orcs have been known to keep their hair color well into their sixties, some Orc have also been seen completely gray at the age of 30.  


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[[Category:Races]] [[Category:Gorr Races]]
[[Category:Races]] [[Category:Gorr Races]]

Revision as of 05:16, 3 February 2020

Orc
Race
PronunciationOr-k
ClassificationGorr
SubracesOrc, Arak, Gorak, Nōthorc
Common NicknamesArmor lords, Brute Lords, Wild Menace
LanguagesVashkularr, Vashnōlor (all Orcs gain access to both Languages)
Naming CustomsHarsh sounding first names and surnames. First names are usually short while surnames are longer. Sumerian Real-Life names are usable as lore compliant names.
Racial Traits
DistinctionsBroad, strong, war-loving species with a brutal history.
Maximum Age120 years.
HeightVaried depending on subrace.
Eye ColorsGray sclera with brown, blue, green, or yellow iris.
Hair ColorsRaven Black, Dark Auburn, Ochre Brown, or Cherry Brown.
Skin TonesVaried depending on subrace and Clans.

Hailing from the fiercely independent and militaristic Pōlorc in the west of Daendroc, the Orcs are renowned and feared fighters across the world, with a reputation for combat brutality and efficiency that is barely equalled, even among the professional armies of the Regalian Empire. Much the same as the Altalar Princedoms that still exist in the wake of the Allorn Empire, the Orken Pōlorc, or Mound Cities, exert their influence over each other in a near-constant state of war and infighting. The Orcs are a relative newcomer Race to what is commonly seen as the main theatre of the world of Aloria, but have existed for many centuries prior on lands far away, which they were forced to leave due to ecological collapse. Following a relentless journey across the far western oceans, they landed on the Daendroc coasts, using their military efficiency and destructive warfare tactics to cause the hastened collapse of the Allorn Empire. Orc colonies arose far and wide, which eventually developed into the Pōlorc that continued to subjugate the other Races in the area to fuel their military structure. Orcs are frequently thought of by other Races as dirty, brutish, and savage, with no respect for spirituality or diplomacy, but this could not be farther from the truth. With an old culture and tradition steeped in the worship of the dead and training for the future, the Orcs quickly made their mark on the world, becoming some of the most sought after military mercenaries and warriors, with legendary tales of powerful Orcs spreading far and wide. Despite each Pōlorc only having a small region under its direct control, by the service of the Gornanc in Orc society, Ikōcnanc products produced in the wake of Orc conquest have become a staple in many households. Indeed, the Orc have rapidly raced to the forefront of Alorian politics, perhaps not as the savviest politicians, but certainly as the most effective and powerful tool to be the deciding factor in many wars.

Physical & Mental Characteristics

Gray Orcs are rarely seen.
Arak Orcs can be distinguished by their more slender proportions, for an Orc.
Half-Orcs raised in Orc culture are encouraged to be violent and cruel.
Long hair is actually quite popular in Orc society for men, unlike other races.
Orcs are incredibly vain about their physical prowess and will boast about it.
Arak usually look more savage than other Orcs, even if they are actually more intellectually disposed.
An Orc giving into the Thrift is more beast than Orc.
Orcs sometimes wear a Patharq, a neck-belt to prevent neck contact to others.
Orc body-fit armor has become popular in Regalia following exposure to their armor craft.
Orc and Half-Orc babies don't appear much like Orcs at birth, their tusks setting in later.
Orc hair can be naturally unruly and requires a lot of grooming to look half decent.
Mariner Orcs are rare and not often spoken about, but they do exist. To them, battle is just battle, water or land.
Orc skin tones vary quite a lot.
Orc skin can both be vibrant and more muted, sometimes resulting in Orcs not properly seeing their own skin tone.
Regalian clothing is popular among Orcs in Regalia, even if they have to be creative due to size constraints.
Half-Orcs always inherit their Orc parent physical size.
Orcs prefer wearing clothing that is rich and dark in color, as they can distinguish those colors easier.
Half-Orcs are usually relied upon in Orc society for entertainment.
Orc tusks are very strong, but can actually dislodge and grow oddly if injured.
Orc society has a strong medical care system. Orc cities in fact offer free healthcare to wounded Orcs and veterans.
Orcs with yellow eyes are sometimes mistaken for Silven
Orcs sometimes shave their eyebrows for aesthetic considerations, believing it makes them more imposing.
Orcs have a great love for bronze jewelry, even among the more disciplined males.
Half-Orcs can be gentle and kind, but more often than not are they cruel and violent.
Orcs or Half-Orcs in aggressive Thrift have a certain piercing stare that is always a telltale sign of the Thrift.

The Orc Race can be categorized between three major tribes, though these tribes are not what one would traditionally see as a tribe. In Orc society, a tribe refers to the original tribes that waged war on Guldar so many centuries ago, from which all the current populations descend. There are three main tribes called the Orcōn (what one would normally see as an Orc), the Arak (what Ailor incorrectly identify as Trolls) and the Gorak (which are similar to goblins). Additionally, Half-Orcs are also integrated into the Orc Race. This is what sets the Orc Race apart in terms of Half Race rules; Half-Orcs are actually integrated into the Orc Race and society completely as a subspecies (even if they technically aren’t one), referred to as Nōthorc. More common Orc traits like skin tones and eye colors are described further below in the common section.

Orken Subspecies

Orcōn Orcs

The Orcōn are what one would consider the most standard Orc, and what other Races are most familiar with seeing on the battlefield or in their cities. Orcōn, however, are the least numerous type of Orc, but at the forefront of Orc society. Orcōn can best be described as taking what a very muscular Ailor looks like, giving them a green-ish skin-tone, bigger proportions, and tusks. Indeed, Orcōn look relatively comparable to Ailor in terms of their proportions, but their build is far more prone to strong muscular builds and wide shoulders. The Orcōn are naturally built for combat and warfare, with strong arms and legs, and an even stronger core and neck to afford them stamina and endurance. Their heads look equally imposing, with two large canine tusks sticking out of their bottom jaw, a smaller nose, deep-set eyes, and strong brow bones, rounded towards pointy ears. Most Orcōn have a stern or aggressive passive expression, which causes other Races to think they are always angry.

Orcōn (both the name of the class and subspecies) are the military caste of Orc society, and they think in much the same manner. They are disciplined when it comes to military conduct, finding honor in following orders from a superior, and spending most of their free time training for warfare. Orcōn enjoy warfare to the fullest, finding the adrenaline of combat itself intoxicating, but can also be pensive and slow to act outside of it as they carefully weigh their options against their morality and honor. Orcōn are capable of great intellect, but frequently choose to only push this into their military pursuits, as they have no need to cultivate knowledge on any other discipline. Orcōn are obsessed with the concept of Orken honor, which they derive from their Orc Code, passed down from generation to generation. However, they can still carouse and party if the setting is right and enough Orc alcohol has flowed (since Orcs are less sensitive to Ailor and Nelfin brews). The Orcōn are fanatically supportive of the way Orc society functions, mostly because they benefit greatly from it. Orcōn speak their mind and speak it very clearly, leaving very little open for interpretation. This means that any Orcōn that speaks in passive aggression or sarcasm has learned this from Ailor society, as they are natively incapable of understanding it. They have a temper, but it is rather slow to burst, given that they believe strongly that Orcōn should remain dignified and only unleash their rage on the battlefield.

Not all Orcōn who are born as a purebred Great Orc (as Orcōn are also sometimes called) become part of the Orcōn class. Orcōn engage in a great deal of racial eugenics where strong Orcs mate with strong Orcs to produce healthy and strong offspring. Effectively, undesirable traits were bred out many centuries ago, but occasionally Orcs might be born with less than desirable traits. This can sometimes be as mundane as having a slightly less imposing physique or being short. These traits are considered failures to the Orcōn ideal of masculine power, so these Lesser Orcs become Orcōngaar. Orcōngaar are the same as Orcōn in most senses, aside from their less imposing appearance. They have a special role to fulfill in Orc society, detailed further below.

Arak Orcs

The Ikōcanc (a class of Orc from the Arak subspecies) are what is usually incorrectly described as trolls. This mostly comes from incorrect oral tradition among Northland Ailor Cultures, who compare Arak and Troll features, finding similarity, and calling them the same. Unlike Trolls, Arak Orcs are intelligent, probably even more so than Orcōn, The Arak appear much like Orcōn, but are more hunched over, and are far less broad. Proportionally they look much the same, but slender, and with longer ears and a more elongated angular face. Their tusks are also thicker and larger than those of Orcōn, while they additionally also have sharp top-jaw canines much like Vampire teeth. Combined with strong jaw power, Arak actually have jaws strong enough to bite through most bone to break them.

Despite their physicality being much the same as Orcōn except much more slender, Arak have a very different mentality. Arak generally prefer to avoid combat (though many of them still serve as skirmishers and logisticians in armies due to their excellent eyesight and hand-eye coordination). Arak are soft-spoken, prefer tinkering with things and inventing things, rather than interacting with others, and are generally very organized and tidy people. They aren’t inherently anti-social, it’s just that they believe work is best done in silence and solitude, not while constantly being interrupted by outside distractions, meaning they are quite thrifty and dedicated to their work. Arak can however also be great party people, with a great ear for music (and ability to play it), and deep knowledge of Orc oral tradition and customs, which other Orcs love to hear about. Arak, as long as they aren’t working, like talking, and they like talking about things they know best, so that they can either teach others, or learn to understand it better by learning from others.

Gorak Orcs

The Gornanc (a class of Orc from the Gorak subspecies) are what is usually described as goblins, from the Dwarven tales. While the existence of goblins has never been verified, there is actually no heritage link between Gorak and what the Dwarves describe and claim goblins are. What likely occurred is that the Dwarves developed a view of what corrupted and twisted Dwarves would look like, and then projected it outward onto the Gorak because they fit the bill. Indeed, the Gorak look like what would happen if one were to give Arak Dwarf-like proportions, while extending their ears and giving them an equally intolerable attitude and personality. Gorak are short, the shortest of the Orc species, and on a par with the Dwarves and sometimes even shorter yet. The Gorak are generally considered ugly, even among the Orcs themselves (although some very successful and popular Gorak bards have been known to be very successful with the ladies).

The Gorak are more populous than the Orcōn, but not more populous than the Arak. Being in the majority over the Orcōn that rule over them, it is only natural that the Gorak frequently seek to rebel against them (even if the yet more numerous Arak do not). Gorak are independently minded (but very cooperative with their own kind), intelligent, shrewd, and always up for some sort of plot, plan, or get-rich-quick scheme. Gorak are exceedingly good at playing the long game by focusing on their resources, extracting as much as they can out of a bad situation, and finding some sort of unseen factor to turn their favors around. They are quippy, offensive but generally speaking good-mannered albeit incredibly selfish. There is a saying among the Arak that a Gorak can be born in one of two ways, either as their best friend with one pickaxe in hand and a ledger in another, or as a natural born rebel with dagger and banner.

Half-Orcs and Crossbreeds

The Nothōrc are a curious bunch, as they have a racial lineage that does not really conform to any particular Race. Nothōrc can be in fact be Half-Orc, quarter-Orc or even one sixteenth-Orc, as long as their blood isn’t pure Orcōn. Nothōrc can also be half-breeds between the other Orc subspecies, which would then be referred to as a Nothōrcantac, though these are usually lumped together with the common Nothōrc population for ease of reference. Orc heritage is so strong in racial interbreeding, that Orc traits almost always persevere in terms of the child’s appearance. Nothōrc, regardless of what parent Race they come from, always appear like an Orcōn (Arak and Gorak are not compatible with other Races), but with far less exaggerated features. Generally speaking, this means half the size of the tusks, half the browbones, half the muscularity and half the size. What distinguishes them from other Orcōn however is that their skin is visibly far more related to their non-Orc ancestor or parent. For example, even a quarter-Orc Nothōrc will still have a skin-tone similar to their Ailor grandparent, even if all other grandparents were Orcōn. It takes 5 generations to properly breed Orc heritage out of a Half-Orc that joins Ailor society, while an Orc that has Nothōrc ancestry can never re-acquire pureblood Orcōn status.

Nothōrc suffer the same Orc Thrift as Orcōn do, and are in fact far more susceptible to it, thus being more prone to temper fits and violent outbursts. This is largely because the Nothōrc are naturally defensive and vain, while not handling stress very well in a manner that does not involve their fists or weapons or complete avoidance tactics. Nothōrc aren’t wholly unaccountable for their actions, and can, in fact, be quite clever, but many have a severe lack of empathy, while some are downright antisocial with their disregard for others wellbeing. This makes the Nothōrc expertly suitable to work as Nōthera Nōthorc, or the Orc secret police within their Mound Cities. The Nothōrc have an elevated civil status (strangely enough, even above the Arak and Gorak), being used by the Orcōn to ensure order and obedience, especially to the rebel prone Gorak. Not all Nothōrc are cruel vandals however, as some Nothōrc are deemed unsuitable for policing service. This involved either the more kind natured Nothōrc (which are rare of themselves), or what is called Nōthyo Nōthorc, or lesser Half-Orc. The Nōthyo Nōthorc fulfill roughly the same role as the Orcōngaar, in that they aren’t as big or mean as the other Nothōrc, and thus fulfill entirely different societal roles in a different caste explained further below.

Common Traits

Despite being somewhat distinct in appearance, the Orc species still have a number of things in common, like skin-tone, eye-color and hair-color. Skin-wise, all Orcs can be categorized by different clans. While tribes (not functioning like actual tribes) define their subspecies, clans (again, also not functioning like actual clans) cover their visual appearance. There exist four major skin-tones with some shade variance between them. The more commonly seen colors are teal and green, while the more rarer colors are brown, red and gray, the latter which is the rarest. In terms of hair-color, the Orc can have tones varying between dark-brown, auburn, and black, but never anything bright or blonde. Orcs are capable of having normal straight hair, curly, but a sizeable number of Orcs are in fact bald for no discernable reason. Orc eye-colors are either brown, green, blue or yellow. The yellow is the rarest color, and is more of a pale-yellow than anything that could be mistaken for gold or amber.

Orc Organs & Traits

Orcs have a number of physical traits and organs that aren’t found in other Races. Firstly, Orcs actually have a mild form of color-blindness that makes distinguishing slight shade differences impossible for them. A muted blue put next to a grey would appear as gray for example, while purple and blue look the same. This is why Orc households usually look excessively colored, because Orcs do appreciate color, but can only perceive a certain vibrant range of it. Furthermore, Orcs are also almost incapable of smelling things as their nose is small and incapable of perceiving subtle smells. This makes them terrible hunters, even if historically they picked fights with very large and dangerous but slow animals that were easy to track. Orcs also universally have the ability to resist poisons. Their stomach breaks down poisonous or toxic substances. This unfortunately also makes them immune to a variety of Ailor produced alcoholic beverages, requiring either the strongest of brews, or large quantities to feel any effect.

Orc blood is black in color, and mildly corrosive. It is not so corrosive that it would destroy or break down weapons that are used to fight them, but being exposed to Orc blood on bare skin is very unpleasant, and if not wiped or washed off will cause burn wounds and rashes. Orcs also have an Organ that produces a substance capable of growing muscle-tissue at a quick rate (which is not compatible with other Races). This is why most Orcs look muscular, or push the boundaries of what looks healthy in terms of body mass. Additionally, Orcs have a higher tolerance to pain. This doesn’t necessarily mean they can brave themselves through tougher fights, it does however mean that Orcs are incapable of passing out from shock or pain induced shock. In fact, it is commonly seen that it takes excessive head-trauma to knock out an Orc, as most alchemical substances meant to subdue also do not work on them. Most famous of all, Orcs have two hearts that pump in unison. They are the only race with two hearts, which causes their blood circulation to be much faster, and their body to give the sound to two heartbeats (or in the case of a pregnant Orc, four heart beats). Orcs who have one heart disabled through either injury or a heart attack can still survive off the second heart, though become more sluggish and lacking in energy as a result of the decreased circulation.

Orc Thrift

All Orcs of all subspecies experience an urge to fight that is cyclical and consistently monthly in which they enter a state that is called the Orken Thrift. While in Orken Thrift, Orcs become far more aggressive and testy. This is the time of month they would seek to challenge their superiors, where they would pick fights with authority and siblings, and where they are generally a nuisance to be around for the other Races. These Orken Thrift periods are considered the accumulation of stagnancy and accumulation of pent up anger and urge to fight all poured out in a period of a week every month, before they return back to normalcy. While in this Thrift period, they aren’t any more stupid, just far more likely to quickly devolve a disagreement into a fight, be far braver than they would normally be, or challenge Orcs much bigger than them to prove themselves. Orc Thrift is actually something that is strongly looked down upon in Orc society, and it is even seen as something shameful. Orcs who succumb to the Orc Thrift and use excessive violence or break their discipline standards are seen as failures and unable to control themselves, leading to becoming an outcast who needs to regain their honor. Arak and Gorak suffer the Orc Thrift far less than Orcōn do, meaning they usually have no problem suppressing it, though Orcōn fare less well trying to do so.

Summary of Racial Abilities

Name Type Description
Orc Thrift Racial Passive
  • Increased aggression and violent response to stressful situations.
  • Increased energy and inability to tire during a fight while in Thrift.
  • Increased desire to fight and find relief from the urge to do battle.
  • Players are recommended to dedicate 3-7 consecutive days each month to roleplay out the effects of Thrift.
Orc Senses Racial Passive
  • Difficulty distinguishing muted colors
  • Difficulty smelling subtle smells
Orc Metabolism Racial Passive
  • Immunity to ingested toxins and poisons.
  • Muscle-mass production/maintaining without exercise.
  • Orcs may assign whatever Body Shape they like, regardless of Physical Stat.
  • It is required to stay within the limitations of the subraces on the Proficiency Page.
Orc Thickskull Racial Passive
  • Orcs cannot pass out from pain in combat, but do not feel pain as less.
  • Orcs cannot be knocked out by alchemical products or means.
  • Orcs can only be knocked out with excessive blunt trauma to the head.
  • Orcs are not immune to sleep spells or Abilities.
  • Orc skulls are near-immune to fracturing.

History

Orc history can best be separated into three distinct eras. The first era is the Guldar Home period, the second period is the Great Leaving period, while the third period it the East Living period. The Guldar Home period is mostly shrouded in mystery because the Orcs actually do not have an effective form of historical recording. While some oral historians exist that make some footnotes to historical events, the vast majority of Orc history survives through word of mouth and legendary tales, and as such the actual evidence of Orc historical claims cannot be backed up with even reliable historical recordings. The Guldar Home period knows many tales of legendary Orcōn warriors that defeated scores of their own kind to become undefeated champions. It also speaks of a time before Orc society was a thing, when Orcs lived in tribal clans that constantly fought each other, and their great enemies the predatory birds of old called the Rakhvvar. Whether the Rakhvvar ever existed is still up to scholarly debate, but they supposedly influenced much in Orc culture ranging from their religion to odd distaste of birds. During their Guldar Home period, the Orcōn subrace subjugated the Arak (first) and then the Gorak (second), after which their society was founded. The Arak were very willing to enter this societal arrangement, as they were far less capable of defending themselves against the Rakhvvar, but the Gorak had to be forced into the fold, due to their subterranean housing being immune to Rakhvvar attacks, as Rakhvvar were absolutely massive, standing nine feet tall, and Gorak could comfortably live in crouching height living quarters. At some point in time, the Guldar Home period came to an end due to calamity in Orc society, or in the lands of Guldar. What exactly happened is unclear, but Orc history teaches their younglings of the land becoming poisonous to its people and nature turning against its tenders and inhabitants. Scholars in modern times have concluded some sort of ecological collapse must have occurred following a series of massive volcanic eruptions, but nothing has ever been proven.

The Great Leaving period covers a few decades during which the Orc Pōlons built massive city-boats that were all chained together and sailed a relatively short oceanic distance between Guldar and Daendroc sometime before the Cataclysm. Why the Orcs took so long to cross a distance that might take a normal fleet a few months was largely because the Orcs engaged in an extreme case of “strip and go” where they landed on islands, stripped literally every resource they could find down to the dirt and rock the island sat on, and hopped to the next island. It stands to reason that these massive ships needed lots of supplies, and that frequently a ship would be stranded for a few years while it was stocking up on supplies, with Orcs having to dig more coal out of the earth and letting their animal populations regrow by grazing on the natural grass of the islands. During the period of the Great Leaving, Orc society was led by the Great Rakhōn or Great King called Sargon. During this period, there were no Rakhōn or Pōlorc, as the Orcs believed that only the strongest of their kind could lead them successfully to a new homeland. It is believed in modern times that one day, a new Great King will be chosen from among the Rakhōn of the Pōlorcs, but that time is not yet nigh, as there is no great disaster befalling the Orcs yet. Sargon died shortly before the Orcs landed in Daendroc, following his last command to “go forth and conquer”. Their interactions with the Altalar resulted in just that; swift destruction of the Altalar armies and subjugation and slavery for many of their people, a point of cruel irony for the slavery prone Altalar themselves. When all Orc city ships properly disembarked on the western coast of Daendroc, the East Living period started.

The East Living period covers the years from the arrival of the Orcs in Daendroc, that is some months following the Cataclysm, to modern times. During these years, the Orcs mostly colonized the western coast and then started a rapid expansion into the heart of Daendroc, enslaving Altalar, Ailor, Cielothar and Avanthar alike and incorporating them into the Orc societies that sprung up in the wake of the Pōlorcs. The Orcs engaged in mass woodland destruction to make place for massive farms and cattle fields for grazing, contributing to the breakdown of many Altalar holy sites and groves, as well as natural Yanar habitats. For the longest amount of time, the Orcs were seen as a menace to the Ailor and Altalar, who in the wake of the Allorn Empire’s collapse had a tentative agreement to fight the Orcs whenever they tried to push for more territory. The Orcs however were not as organized as the Altalar and Ailor were at the time, and made little progress with such stiff competition. Orc populations grew quickly due to Orcs aging faster than all other Races, and Orcs also reproducing with greater frequency than other Races. Eventually, the relation between Ailor and Altalar broke down, and the political situation in the Regalian Empire started favoring the Orcs more due to increased diplomatic presence of Ailor among the Orc Pōlorcs. Eventually, a series of key treaties were made between the Orcs and the Regalian Empire following the Ranger Crisis that saw Regalia dismiss its alliance with the Altalar and join forces with the Orcs instead. The Orcs were given massive swathes of territory in Daendroc as their exclusive zone by the Ailor, and then started expanding rapidly into Altalar territory who could not stand against Orc and Ailor armies combined.

In present times, the Orcs have spread far and wide, however their territory is incredibly chaotic. The Pōlorcs frequently engage in infighting over cattle fields and wealth, as well as just for the pure fun of warfare for the Orcōn. Many Orcs find employment in the Regalian Empire also, thriving from the many wars it wages on other nations, and using the vast wealth found within the Empire for the various craftsmanships of the Orcs and their military talents. Many Orcōn, Nōthorc, Arak and Gorak come to Regalia seeking fame and fortune and honor for their kind, as well as themselves and the wealth that they are denied in more stifling circumstances in the Pōlorcs of Daendroc. They have recently unified more systematically to fight off the Dread Empire, but this has mostly been a border movement not felt by the Pōlorcs in the far north.

Society

Orc society can roughly be split between three different spheres. The primary one is that of the Daendroque Pōlorc or Mound Cities. The Mound Cities are Orc cities built on hills or mounds that offer a radial view for all the buildings built on the slope and top. These Mound Cities usually have a larger building at the very top, lack streets, but have a variety of Orc buildings and statues spread out over the slope, finished with a fairly low wall at the bottom that isn’t actually meant as a defensive structure (since Orcs don’t do defensive sieges, they always come out and fight), but rather as a boundary definition between city and not-city. Beyond those walls lay the cattle and agricultural fields, sustaining the Pōlorc population, and also providing the basis for the Orcōn estates. The second sphere is that of the Regalian Pōlorc. The Regalian Pōlorc works differently in that it does not have the traditional structure of a Pōlorc and acts more like a revolving door hostel, where Orcs come and go and join this societal structure based on their needs, while they might still be a member of a Pōlorc back in Daendroc. The third sphere is that of the outcast Orcs, or Orcs simply born outside of Orc society. These Orcs won’t be covered on this page, but it is pertinent to touch upon their mentality below.

Outcast Orcs occur when either an Orc’s name has been cursed (the process of declaring an Orc an outcast by Orc leaders), or when an Orc was born entirely outside of Orc society (for example as a street urchin, or as a slave). Orcs not born within Orc society and foreign to the concept of Orc society are called “those left behind”. There is a certain level of melancholy and pity that the society based Orcs feel towards the Orcs that are not part of their structure, as they inherently perceive Orc society as the best way for an Orc to explore and develop themselves into the best version of what they could be. Some Orcs however might also look down on Orcs not part of Orc society (even the Half-Orcs) as lesser and inferior. It is possible for Orcs who were born outside of Orc society to be integrated (and for outcasts to be allowed back into the fold), but in order to do so, they must appeal to the Orc Gerōnek (the council of five), who will set a task for them to complete to restore their honor. There is a subclassification of those left behind called the “stolen ones”. This largely refers to Orcs or Half-Orcs born in slavery and servitude to other Races. Orcs within the societal structure feel very strongly about their kind enslaved by other Races, and go to extreme lengths to liberate an Orc or Half-Orc that is deemed a stolen one in another Race’s society. This often causes issues with Regalian authorities, since there are businesses and realms that engage in Orc slavery, particularly because Orcs are so useful for physical labor. Orcs born outside of Orc society often lack the discipline and control that Orcōn have within the structure. Their personality might be radically different from the standard that is set in the Pōlorc, but on the flipside, they are far more affected by Orc Thrift, resulting in bouts of anger and heightened stress that seem to imply being among Orcs, and having a secure place in Orc society, somehow limits the effects of the Thrift.

Culture

Orc culture is perhaps surprisingly vast and complex, even if other Races actively go out of their way to make it appear less than it is. For the Altalar, it benefits their political and societal needs to depict the Orcs as smelly, savage, and brutish fiends who only know destruction and engage in cannibalism, to demonize them and galvanize support against them. In present times, the Orcs still control most of what was once the Daendroc Altalar heartland, and while they do not actually live in the shells of ancient Altalar cities, they make re-settlement of these regions impossible, and cut down vast swathes of forests to fuel either their industry, or make way for new Pōlorc settlements. Within Pōlorc settlements however, strangers and foreigners could be amazed at the vibrant colors of the fabrics, the strong and bright smells of Orc cuisine, and the hustle and bustle of a micro-city at work. For all their brutal warfare on the field of battle, Orc society is surprisingly similar to Ailor or Altalar society in its day to day functioning, and in some parts it is even more sophisticated than either of those cultures.

Families and Romance

Orc families are somewhat crude as seen by outsiders. Women and men Orcōn rarely marry or form lasting relationships, and in most cases children are bred through eugenic selectiveness of parents. This means that while a child might have a fond relationship to both parents, those parents might not necessarily like each other. Families are rare in Orc society among the Orcōn as the children are recruited into the military at the age of 5, after which they rarely see their own family. Orcōn also do not marry often, but can do so if they wish (though they do engage in monogamous relations outside of marriage). Aside from the Orcōn however, the other Orc subraces and Half-Orcs do engage in marriages and do have traditional families. Non-Orcōn castes have far less repressive education standards and a lot more free time, meaning they can afford to maintain a traditional family as seen in Ailor society. Generally speaking, the less social and civil rights a person in Orc society has, the more close-knit and loving their family life is. This does not mean that Orcōn are devoid of expressing romance and love. It just means they are far more secluded about it and less public, as romance is seen as a personal weakness, allowing others to apply pressure to morale by hurting their lover. Orcs don’t see a difference between same-sex and opposite-sex relations in Orc society, and it actually happens with a far greater frequency than among any other Race. That being said, Orcōn men in same-sex relations may still engage in an occasional escapade with a female Orcōn if just for the sake of keeping up the Orcōn population. Indeed, the Orcōn are always in the minority when it comes to the societal castes of Orc society, and same-sex relations among Orcōn can sometimes cause population growth to stifle, which is dangerous when the military caste is not replentished with new births after a loss in battle.

Language

The Orcs speak two languages, the archaic Vashkularr and the more modern Vashnōlor. Vashkularr is a language that is incredibly difficult to learn, since it is both a verbal and physical language that uses body language as a means to change grammar and context to a sentence. A phrase uttered “I want to give you an apple” might for example with an offering gesture be a respectful gift, but lacking that gesture or a forceful hand shove, indicate that it should actually be “I want to shove this apple up your throat and make you suffocate on it”. This is why over time, the Orc developed Vashnōlor, which is sometimes also referred to as Nōlor or Black-speech. Nōlor is a simplified version of Vashkularr which also has a bunch of archaic grammatical rules removed as well as the whole body language need to provide a simpler basis. Both languages sound like the real-life sumerian. Orcs are surprisingly adept at learning Common, and can speak it with a great deal of skill even when learning it only for a few weeks. Orcs also barely have an accent in Common, the only real difference being their strong R’s and K’s that roll far more than a Dragenthaler speaking Common would. The inability to speak Common normally is usually an indicator of an Orc being a Yub-Yub, since mental deficiencies among Orcs first take hold on their ability to articulate properly. Orcs are actually very articulate beings with a great reliance and focus on properly enunciating words and sentences. Even if an Orc is upset or angry, their mastery over language remains consistent, and they would not be caught mispronouncing words.

Lifestyle and Leisure

Orcs in the Pōlorcs don’t enjoy much leisure (though many find their craft to be a form of leisure also), however in Regalia there is more time for self-exploration and free time. As such, Orcs in Regalia have developed a variety of leisurely activities and lifestyle expansions not frequently seen among the Orcs still in Daendroc, yet they can still have their basis in activities found in the Pōlorcs. The primary activity the Orcōn adore is what is referred to as the Kretōn, a sporting event during which the Orcs engage in hand to hand combat for submission with barely any rules. The only rules that exist in Kretōn are that an Orc may not touch the neck or genitals of the opponent, may not bite, or attack the eyes. Aside from this, any tactic to win can be used. Orc lifestyle is dominated by their occupation of craft. Orcōn spend large amounts of hours training their physical readiness and combat effectiveness, while Arak and Gorak spend a great deal of time tinkering in their own craft to become better and thus more sought after. Orcs sometimes host parties, though they appear more like quiet banquets where the members use lounging chairs to compare feats of honor and glory with one another, and consume fine foods served by slaves and servants, while Nōthorc might be playing music in the background. In Regalia in particular, the concept of Rak-Rak-Charōc has become popular, a case of post-exercise or training pub-crawling where the Orcs move from establishment to establishment, looking for someplace that will sell Orc brews, and then try to drink out the entire supply without passing out or making a fool of themselves. The challenge is not to become as drunk and foolish as possible, but to show the highest level of self-restraint by being unaffected by the copious amounts of alcohol they consume.

Clothing

Orc clothing expresses their greatest physical attribute, being their imposing physical nature. Orcs frequently bare large amounts of skin to expose others to their fitness, both as a means of prideful expression, and intimidation. For Orcs however, it is entirely vulgar and disgusting to expose one’s leg skin in public, a practice that is only permitted for Orc courtesans and the lowest of outcasts. Orc clothing has very simple pattern weaves, but the colors are very vibrant due to the Orc’s natural color-muteness, and will often be draped over the shoulder in a half cape, while a firm belt ensures a set of pants is form-fitted onto their legs, completed with a form of cow-skin foot soles that wrap around the entire foot and expose no ankle-skin. Orcs traditionally wear no headgear, and will frequently also wear their armor even for leisurely activities. Most Orc armor is crafted to form-fit their appearance, and the act of making armor appear like the natural shapes of a muscular frame has been popularized among the Orcs, and even adopted to an extent by other groups like the Imperial Guard and other Ailor organizations. Orcs are frequently projected to wear tribal furs and ragged clothes with animal teeth, but this is far from the truth, as this aesthetic belongs to the Url. Orcs in fact do not enjoy wearing dirty tribal clothing and look down on those who do. Some Orcs have also started wearing Ailor clothing, particular styles set forward by the nobility, which is completely acceptable to Orc society. Particularly Etosian and Dressolini fashions have been received well by the Orcs, however, they look down on the promiscuity of Velheim and Daendroque fashions.

Art

Orc Art is primarily expressed in the metal that they love the most when it comes to artistic expression which is Bronze. Orcs are expert Bronze casters and any Orc Pōlorc is littered with Bronze statues of great Orc warriors and leaders, while many Orcs wear Bronze jewelry. Bronze is also used in weapons from time to time, but due to its inferiority to Blacksteel, Orcs prefer to use Blacksteel for actual warfare, while Bronze is used for ceremonial activities. Orc statues are generally very similar to those from Imperial Culture, leading some to conclude Imperial sculpting actually adopted Orc statue themes for itself. These themes are usually dominated by Orcs in states of wrestling, fighting mythical and legendary creatures, or just generally victory posing on some fallen foe or rock. More rigid and guard-like statues in Orc armor are also used to line streets, hold up lanterns, or decorate doorways of buildings that are important to the Orcs. Each Pōlorc usually has one massive statue called the Protrōcnokhar, or the founder of the Pōlorc that became some sort of legendary ancestor to all Pōlorc members, even if they are still alive. Orc Art outside of the use of statues, however, is surprisingly nonexistent. While in some Orc homes weave patterns of their cloth separators could be considered art, they do not have any paintings, drawings, wood carvings, or tapestries.

Cuisine

It is a common misconception that Orcs only eat meat. It is true that Orcs adore meat, particularly a well-done piece of steak, but they frequently also consume vegetables. Their preferences lean more towards roasted vegetables with mushrooms. Orcs will however completely avoid poultry like the plague. In Orc beliefs, poultry is diseased meat that makes one weaker, and anyone who craves after poultry is a dirty and unclear person. Orc seasoning tends to be very strong, and there is a particular plant called a Stōor Root that is used to make food taste incredibly savory to Orcs, but for some reason, the substance tastes extremely bitter to other Races, to the point of being inedible. Orcs can however greatly appreciate fine dining as produced by Ailor, and it is not unusual for Orcs to hire Ailor chefs in Regalia to produce fine dining for their banquets and feasts in their Hold. One thing that sets Orc cuisine apart from others is their fruit art, where in cooking they love to have their fruits and vegetables presented with carvings of flowers or animals. For example, a watermelon might be cut in half, and with a knife have scored cuts in it to cause it to resemble a lily flower. This is an odd contrast to the Orcs actual dislike of actual flowers, though many have theorized that this is just because Orcs dislike how most flowers aren’t edible and end up treating them like weeds. Edible types of roses are however permitted to be cultivated inside Pōlorcs.

Architecture and Buildings

Orc Architecture is strangely elegant and yet familiar to outsiders. In many ways the Orcs have adopted the pillar-based structure of construction also seen in Altalar temples and Etosian construction, but made it their own and developed it entirely independently from these other cultures in Guldar. Long, temple-like structures are built in a rectangular shape on a raised slab of thick brick, which is called a Hold. There is no real staircase entry or even a slope, and to enter such a houseone must climb on top of the stone slab which is often six feet off the ground. The rectangle is surrounded by pillars which are expertly carved in the image of either some wild creature, or an Orc holding up the roof. The roof itself is a beam support section without nails or fastening, an ingenious construction of interlocking wooden panels that are both flexible and yet retain their sturdy positioning. It is said that because of these wooden panels, that Orc buildings are the only buildings completely immune to earthquake and tremor damage, and because of their height, suffer little to no flooding damage either. These buildings do not have any walls, windows or doors, rather, the various rooms are separated by dyed cloth suspended from metal wires spanning between the pillars. Each room has a specific color with a specific purpose. Orc buildings are primitive in the Regalian sense without plumbing or running water, yet extremely homely and well lived-in. These places are kept extremely clean and tidy. Ailor often come to expect mounted skulls and animal remains scattered all around the personal abodes of Orcs, but are shocked to find not a drop of blood. It is in fact sacrilege to spill blood in the home, so if Orcs encounter a conflict, they quickly leave the building by jumping off the raised platform on the side.

Aside from a Hold, the Orcs have another structure called a Qarhold. Qarholds are houses intended for servants, and as such don’t have as many fancy decorations, while having increased privacy. Qarholds are never made of stone, with their pillars instead being made of red-dyed wood, while their rooms and outsides are separated by wooden lattices that do allow someone to look out, but not in very clearly due to the lack of lighting. Qarholds tend to be a bit more disorganized, with various slaves and servants living together in the same quarters, sharing communal eating and washing rooms. Public buildings also exist in Pōlorcs, most notably a public bath, a public library, the military academies and the Nōthorc secret police headquarters. At the very top of a Pōlorc’s hill are the Great Hold, or the house of the two Rakhōn, and the Temple to Orc Religion, which are set at an equal height. Particularly the Orc public baths are extremely important, as Orcs wash daily (which is a far greater amount than the occasional times a week among Ailor), and all Orc subraces have their own dedicated (non-gender) segregated baths. Slaves and non-Orcs are not permitted into the bath houses. These locations are so important that the Pōlorc even stations Nōthorc guards in front of it to ensure a calm and orderly usage of public facilities. Each citizen of a Pōlorc pays a fee to the bathing house, even if they have their own, or don’t go to it in the case of slaves who wash in a nearby river. Pōlorcs, in general, are extremely clean, a breath of fresh air when being compared even to Regalia’s main boulevard which will have rotten food, animal feces, or even just litter lying about with nobody caring enough to pick it up and dispose of it properly. Disease and squalor is effectively nonexistent in Pōlorcs or areas with a great number of Orc inhabitants (who may use threats of violence to force Ailor around them to wash more).

Law and State

Firstly, to understand Orc culture, one must understand their societal and hierarchy structure. While individual class and caste terms have been used on this page already, a clear overview is required to fully understand the cultural interactions of the Orc subraces. Much like among the Allar, all subraces live harmoniously together in a single caste structure (though there are occasional rebellions, which is something that does not happen among the Allar). Orc society as a whole knows no greater nationhood. While it is true that at one point in time during the Great Leaving the Orcs were united under one great Rakhōn, that seat has remained vacant since, and Orcs generally do not believe anyone will ever take up that position again unless a catastrophic calamity befalls their Pōlorcs. Orc society is divided between various Pōlorcs, or Mound Cities, which usually have a population of a few hundred to a few thousand (never more than 30,000, meaning they always remain small in terms of cities), centered around structures on a hill or mound. These Pōlorc might engage in conflicts with other Pōlorcs or with other Races for the purpose of refilling their Helōcanc populations, or just wage war on the Altalar for the sake of honor in battle.

Each Pōlorc is ruled by a duo-kingship, these kings are called Rakhōn. The title of king in a Pōlorc is hereditary, meaning it must always remain within the family, but any member of the family can inherit, and some cases where a father inherited from a son who inherited from a cousin are not unheard of. Kingship in Orc cities is also exclusively held by Orcōn. In the manner of rule, these kings are fully equal and cannot overrule each other, meaning that if one makes a ruling on a crime, the other cannot undo it or change the punishment. In many cases, they rule together, where if a difference of opinion occurs, the Rakhōn engage in an honor duel to settle whose ideas and plans get set forward. Rakhōn usually end up being skilled generals as well, but even though they act as kings of Pōlorcs, they do not actually engage in much day to day ruling. Indeed, the Rakhōn are very active in the military structure of a Pōlorc, and will engage in military campaigns to bring glory and wealth to their city, but when it concerns the social needs of their people, these kings are often blind to them, and engage in banquets or tournaments instead.

The Rakhōn leave ruling the social needs of the people to the Gerōnek, or the Council of Five. The Gerōnek are five men or women chosen from the Pōlorc’s population on a yearly basis. That is to say, there is a yearly vote, and the top five voted individuals receive the esteemed title of being part of the Gerōnek, with the only rule being that a Gerōnek member may never be Orcōn, since they are too busy fighting wars and already hold the seat of Rakhōn. In terms of hierarchical power, the Gerōnek is second only to the kings, but decide upon concerns and social issues such as taxes, fees for the Orc barracks and the laws of each Pōlorc without Rakhōn input. Being part of the Gerōnek can however be mildly unpleasant, if only just for the Nōthera (Nōthorc in the Pōlorc’s secret service).

Calling the Nōthera secret service however, might be a disservice to the professionalism of the Regalian secret service. The Nōthera function in much the same way where there exist enforcers and informants, but they perform their act in a very public and shameless manner. Nōthera will for example publicly beat a convicted rebel Gorak to death, or engage in public vandalism and brutality to set an example. The Nōthera continually breathe down the necks of the Gerōnek, demanding them to be efficient, and free of corruption. It is not so severe that the Nōthera actually control the Gerōnek, but they are always in sight and appear intimidating or threatening, causing an atmosphere of fear among the Gerōnek. Nōthorc who are physically capable and have the right violent attitude are usually recruited into the Nōthera, while Nothōrc who are not become the Nōthyto. For ease of reference, here follows a detailed list of all the social castes and their functions:

  • At the top, the Orcōn Rakhōn are the duo-kings of the Pōlorcs. They double as generals and military leaders, but are usually more self-leisured in their day to day activities.
  • Below the Rakhōn is the annually elected Gerōnek made up of non-Orcōn. The Gerōnek deals with the bureaucratic and civilian needs of Orc Society.
  • Below the Gerōnek are the Orcōn (both the name for the subrace and caste) which are the warriors and soldiers. Each Orcōn (if physically suitable) is recruited into the Orc military for life. Upon graduating at the age of 14, they are given an estate (details further below) to sustain them and provide for an income. Orcōn are the only caste along with the above and Orctakcgaar who have full citizenship rights in a Pōlorc.
  • Below the Orcōn are the Orctakcgaar. The Orctakcgaar are Orcs who are not as physically imposing or capable as Orcōn, usually by birth of some defect or simply not being broad/tall enough by birth. These become the primary caretakers and house-masters of the Orcōn estates, tending to the servants and slaves in the absence of the Orcōn. Most Orcōn are assigned an Orctakcgaar for life, but changing them is also possible, and they usually become good friends.
  • Below the Orctakcgaar are the Nōthorc, which is curious, because this means that Half-Orcs actually have higher citizenship rights than Arak or Gorek Orcs do. Indeed, the Half-Orcs are empowered for the sake of exchanging that societal control (which feeds neatly into their ego) by recruiting only Nōthorc into the Nōthera, or secret service. Nōthorc however have less social rights than Orcōn, who are the only ones permitted to own estates and vast wealth in Orc Society.
  • Below the Nōthorc are the Nōthyto, or the unsuitable Half-Orcs. These remain unsuitable for secret service duty, and as such become the more entertainment and espionage caste of Orc society, bringing forth dancers, musicians, courtesans, spies and saboteurs. Nōthyto have the same rights as Nōthorc, but are sometimes looked down upon by the Orcōn as less than valuable.
  • Below both types of Half-Orc exist the Ikōcanc, the worker class, comprised of Arak. The Ikōcanc have half-citizenship, meaning they have the right to some property and a personal home, but not to judicial protections and lessened punishments for disobedience. The Arak fulfill the roles of the craftsmen and the skilled caretakers, the farmers, scribes, builders, architects and weavers.
  • Below the Ikōcanc are the Gornanc, or the Gorak Orc. These have less rights than the Ikōcanc in that they are not permitted personal property in terms of housing, and live together with other Gorak in so called Gorak Barracks, usually in underground catacombs. The Gornanc fulfill the lower rung jobs of miners, harvesters, lumberjacks, but curiously enough also the traders, diplomats and black powder experts.
  • Below the Gornanc are the Helōcanc, who have not been covered much on this page. Helōcanc refers to the conquered or willingly subjugated non-Orc populations, meaning any person of any other Race. This sets a peculiar notion for Orc society that Orcs actually accept non-Orc readily in their midst, but only as slaves. They are permitted a little bit of property in terms of personal possessions that can fit in a backpack, but are not permitted personal wealth beyond what is saved up in service. Helōcanc perform the jobs that the Gornanc feel too good for, like trash collection, cooking, tending to animals and menial labour. Living as a Helōcanc in Orc society is not as brutal as being an Altalar slave, but misbehaving usually results in broken bones since Orcōn can be very violent with their slave property. The Helōcanc are usually the slave population that joins the Gornanc in their rebellions when they occur, meaning they are also the harshest repressed by the Nōthorc.
  • There is an unspoken rank of Orc society that is equal to the Helōcanc, which are the so-called Yub-Yubs. Yub-Yubs are Orc who are deemed mentally deficient by Orc society, who speak like they have speech impediments and can only think about food and fighting. Orc are somewhat kinder on their kin with mental disabilities than Regalians (who just lock them up), by keeping them around as idle entertainment. Yub-Yubs however don’t get any honor or opportunity to exist in Orc high-society, and are usually kept at arm’s length by the Orcōn for the shame they bring on their kind, feeding into the Orc stereotypes of other Races.

There are a couple of things still worth noting. The status of one’s parents in the social caste structure is not indicative of the child’s social rank. For example, if an Orcōn warrior has several Ailor slaves, and sires a child with one of them, that child becomes a Nōthorc, despite the fact that its mother was a slave. This Nōthorc is then ripped from the mother and taught to work in the secret service. This sometimes creates situations where a Nōthorc child is taught to hate its non-Orcōn parent, and repress their social caste from being able to climb up the ranks. Additionally, Helōcanc aren’t permanently tied to service. It is possible for a Helōcanc to be freed of service by its owner, or earn its freedom through 20 years of consecutive service. Even after earning this however, Helōcanc remain in service to the Orcōn. For some Daendroque and Altalar who survive Orcōn military campaigns, service in Pōlorcs isn’t all that bad, as Orcōn certainly provide the strongest defense from brigands and outsiders, and Orc society is very clean and healthy overall, a stark difference from the political intrigue at home, and the squalid conditions of Daendroquin human cities. While to an outsider Orc society may be exceedingly repressive of even its own sub-Races (something that does not happen in any other Race), it is a structure built on the security afforded by the Orcōn and their semi-benevolent (if sometimes violent) rule, while also factoring in the fear caused by the secret police. Slave rebellions that occur are usually caused by Gornanc fostering ill feelings among the Helōcanc and then pressing forward to extract some advantage of their own, usually over the dead bodies of the people they convinced to rebel.

Orc law is as one might expect, incredibly militarily oriented and brutal. Orc don’t actually have any laws against theft, because the concept of theft is practically impossible in Orc society. Orcōn can just take things from other social castes when they feel like it, and even from each other if the other lacks the strength to keep it. It is impossible for other castes to take things from others, as the laws only allow them a certain quantity of possessions, while the rest is taken by the Pōlorc’s bureaucratic structure. To steal is to gain more than is allowed in possessions, meaning it usually confiscated by the city. Murder, blasphemy and disobedience however are some of the worst crimes in Orc society. Orcs deal with these type of crimes with heavy public beatings, lashings and humiliations, but never execution. Orcs believe that executing criminals for their crimes is pointless, and a broken and subjugated repentant criminal is always better than a dead one. This makes Orc society the only culture that is very much against capital punishment, and actively even goes out of its way to encourage other societies to abandon the capital punishment in favor of forced slavery, asking instead for their punishments to be commuted into life service as Helōcanc for an Orcōn.

Orcōn Estates

Orcōn own Estates that aren’t quite the same as a Regalian Estate. Estates in Orc society refer to the property owned by an Orcōn when they enter the military structure. Usually when a recruit joins the military, a new Hold (house) will be built, along with a plot of land assigned to that Hold. When the recruit graduates, an additional Qarhold is made, which acts as the outhouse for the servants, slaves and workers. As such, an Estate is traditionally seen as a single building acting as the main residence for the Orcōn and their personal retinues, with an outhouse next to it that contains all the servants and slaves, and a certain amount of land outside of the Pōlorc walls that belongs to said Estate for cultivation. Orcōn who own estates are rarely at their own Estate, every Orcōn in Regalia owns one somewhere in a Pōlorc in Daendroc, but rarely visits it. It is maintained by their steward and manned by the servants, producing either food or other plantation resources for sale. The money that an Estate makes is then used to pay upkeep fees within the military, membership fees to the barracks, as well as personal living expenses. Despite being financially taken care of, Orcōn aren’t usually that wealthy, since most of the money made is immediately spent on bills. Orcs are not so wasteful that they simply allow Orcōn to become wealthy doing nothing, the Estates exist to give the Orcōn the freedom to focus on the military with all their free time and mind, and not have to worry about making enough money for bread at the end of the day. When an Orcōn dies, the estate can be given to any other Orcōn. While Orcōn spend very little time in Estates, they do think fondly back on what little time they spend there, as it is their home and only private place in existence. Orcōn sleep in communal quarters in barracks and have very little personal private space.

Orcs in Regalia exist in one of two areas, either in the inner Pōlorc which is a walled district of Regalia with open housing for even non-Orcs, or the more traditional outside Pōlorc. The Outside Pōlorc is only for Orcs who actually want to maintain their Estates in Regalia as opposed to Daendroc, which is allowed through a transfer mechanism. Orcōn in Regalia act as mercenaries or warriors for hire usually, while non-Orcōn can either work on Orcōn Estates in Regalia, or find other employment around the city. Orcs in Regalia tend to stick together a lot, which can sometimes be complicated. An Orcōn might for example still try to enforce the Orc society standard of possession limitations on an Arak Orc, who under Regalian law is actually allowed to own a lot more. A lot of conflict there is caused by the Regalian law superseding Orc customs and culture, sometimes resulting in violent encounters between the guards and Orcs, as well as Orcōn and other Orc castes not behaving like they ought to in Regalia, in the eyes of the Orcōn. Estate ownership in Regalia requires approval by the Gerōnerk of Regalia (as the Regalian Pōlorc does not have Rakhōns), after which an Estate is usually built and maintained on the external Pōlorc. It is however expected that any Orcōn owning an Estate on the external Pōlorc maintains it with servants and slaves also, as an Estate without them it doomed to go bankrupt.

Education and Childhood

Orc society childhood can sometimes be called brutal, or even child-unfriendly. Among the Orcōn, children are recruited into the military at age 5, after which they are put through a brutal training regiment to ensure their discipline, obedience and effectiveness in a military structure. They are given armor and weapons, and subsist on food provided by the barracks where they also sleep in communal halls with other recruits. Ineffective and weak recruits are punished severely by the whip, and there is little room for kindness. Children of non-Orcōn classes tend to have a far more traditional childhood, but actual education institutions do not exist. There exist only the Orcōn military academies, and the Nōthorc secret service schools, which are equally harsh on their recruits to ensure they fulfill the necessary mindset required for their work. As such, Orcōn and Nōthorc childhoods are usually considered harsh, which to a point also adds into some of their latent resentment to the childhood of Arak and Gorak children. This can also invert itself and become disdain for those who have mild childhoods with caring homes, referring to them as weak and ineffective at teaching children good conduct and habits. Even among the Arak and Gorak however, there exist some communal teaching through so-called Utenōn, where an Arak or Gorak hosts public fitness classes and lessons on a square somewhere in the Pōlorc for children (even of the slave caste). In Orc society, physical fitness is incredibly important and seen as a must. Those who become overweight or lose physical fitness are usually forced into gruelling regiments to catch them back up to the Orc ideal. This is why most Arak and Gorak are actually also physically fit, even if their day to day job does not involve anything but docile and sedentary work.

Orcōn Honor Code

In Orcōn culture, honor is everything. Orcōn despise cowards who fight from a distance, and they uphold the honor value of an Orcōn fighting another opponent. Even on the battlefield, you will not quickly find an Orcōn coming between another Orcōn and their opponent, unless the Orcōn is badly losing and asks for help. They value courage in the face of adversity and respect those who stand up against their foes, even if they fail. Orcōn have a means to quench their natural need for violence and fighting (particularly during the Orken Thrift) with a duel called the Ghoormakh. A Ghoormakh is usually held outside of a populated area (as the Orcōn actively try not to upset the local populations) or in a Goor Arena. A Ghoormakh is essentially a test of brawl strength where two Orcōn engage in fight that can both be described as wrestling as well as fist fighting. The first step is to test actual raw strength while pushing into each other, after which the first person who gets pushed back may commence punching the other. When the first punches are hit, the opponent may strike back and after that it simply becomes a fight until both parties agree that their need for violence has been adequate satiated. Ghoormakhs can, curiously enough, also be held with non-Orcōn. Orcōn often treat Ghoormakh’s as bonding experiences for their friends as well as family, as it is also a great way for a father or mother to teach their son how to fight. The Orcōn Code can also be expressed in a few clear core points:

  • Honor is the most important core value of the Code. Honor in life means upholding a good moral standard (by Orc standard anyway) as well as being dignified and having self-respect.
  • Courage is the second most important core value of the Code. Courage demands strength in the face of adversity, but also strongly denounced desertion, retreat and fleeing from battle.
  • Respect is the third most important core value of the Code. Respect is needed to be obedient and subservient to superiors, but also to respect the value of lesser beings as having a role in life.
  • Integrity is the fourth most important core value of the Code. Integrity is needed to be consistent and honorable to one’s own beliefs, and to not change one’s mind or step back on earlier commitments.
  • Loyalty is the fifth most important core value of the Code. Loyalty demands that all Orcs fight the sake of their kind in their Pōlorc, or at least for the sake of Orcs when repressed or attacked by other Races.
  • Self-Control is the sixth most important core value of the Code. Self-control meaning to restrain from the Thrift, to remain in control of one’s own actions, and to not become a savage being.

Crafts and Industry

A topic that isn't often touched in other societies is the hidden industrial potential of Orcs. While they are primarily a somewhat ascetic culture, they have been known to be able to cultivate great industry for the sake of mass armor and weapon production. Orc bronze casters are some of the most skilled and renown across the world, and their ability to produce brilliant bronze statues is unrivaled. Among the Arak, weaving is an encouraged craft, along with papyrus weaving. This might sound like a redundant craft since the Orcs do not write much in terms of historical narration, however papyrus paper holds an incredible value in Orc society, as the civilian apparatus of their communities relies on paper records to keep track of all fees and taxations within the Mound Cities. Orcs that maintain the Estates for the Orcōn require a great deal of algebra and mathematical skill, meaning they are also excellent mathematicians and bureaucrats. The Gorak are excellent at black powder, particularly cultivated to help them with blast mining (and sometimes blast fishing). Their explosive and black powder weapons have eventually been adopted by the Orcōn in military tactics, as Orcōn numbers do not replenish fast enough to validate a full frontal assault on an enemy defensive position, even if it is glorious or honorable. As such, Gorak black powder is used in a first volley of siege fire, after which the Orcōn rush in under the cover of smoke and confusion. Arak are known to produce some of the most beautiful ceremonial armor also, using horse hairs that are dyed in rich colors to produce fantastic outfits that both showcase the physical raw power of the person wearing it, as well as their wealth with a great polish and gold and silver finish. Orc armor smiths are considered on-par with Dwarven smiths, and Orc smiths actually work very well together with Dwarven smiths, having produced specialized siege equipment like the Dwarven powdered and Orc muscle pushed land-beetle, a completely metal-clad structure that is pushed and rolled around by Orcs inside of it, using black powder and explosives to do damage to the enemy. Orcs in most cases desperately avoid naval combat because their size is actually a disadvantage there, but they do produce the best knots and ropes known on Aloria, having developed a great deal of rope tying techniques that are even in use in the Regalian Navy, without any Ailor really knowing about it.

Religion

Orc religion is called "The Call of Vakgar and Makosh" -- very central to their existence and philosophy in life. The central deity in life for the Orcs is Vakgar, accompanied by the haunting terror bird Yazgar. In the religious beliefs of the Orcs, Vakgar and Makosh are hunted their entire life by Yazgar, the hunting bird as large as a mountain that eats Orc hearts. They are hunted because Vakgar and Makosh are the last survivors of an epic battle that caused the creation of all things between the Orc gods and Yazgar, who is the destroyer of all things. Orcs believe they must fight to bring glory to Vakgar, thus lending their strength to him, allowing him to outsmart or defeat the terror bird in combat. They also believe that they must be honorable and stand together, remain loyal to each other, and support each other, thus lending their support to Makosh who helps Vakgar. Orcs also believe that if they do not engage in these acts of borrowing their power and support, Vakgar and Makosh will be killed and their hearts will be eaten, resulting in the end of the Orc Race. Despite the fact that Yazgar is depicted as a terror bird that brings about the apocalypse to the Orcs, she is also revered as a symbol of fertility, wealth, and future generations. Furthermore, the relation between Vakgar and Makosh can also vary and have layers of complexion. Sometimes they are depicted as brothers in arms, sometimes as siblings, sometimes as twins, and sometimes as lovers. Makosh and Vakgar are non-gendered names, meaning that their genders can also vary. Vakgar is usually depicted as having "a mohawk that is more black than red" wielding a burning torch and an axe, while Makosh is depicted as having "a mohawk that is more red than black" wielding a shield and a spear. When depicted, they are usually opposite each other or next to each other, juxtaposed to Yazgar who swoops over them.

Vakgar teaches the Orcs to believe in the constant need to self-train and to become better at what they do, as well as defending themselves. Makosh teaches them solidarity and that every Orc no matter how hard they have fallen can be redeemed by their own strength. Orcs do not have a centralized priesthood, but do have some places of worship or any shrines or temples, though mostly for token presence and display. Their understanding and adherence to the religion of The Call of Vakgar is a very personal one; something intertwined with their own sense of pride and honor. One will never find an Orc praying, but Orcs can sometimes be heard praising either deity during a battle, fight or when celebrating a victory, and Orcs can sometimes also return to temples and shrines for personal contemplation about important decisions in life and internal struggles.

Because one of the central themes is the chase of a monster and the fight to conquer it, Orcs end up seeing the great hunt for a beast to slay as a religious form of dedication to their gods. They will often hire outsiders to do the actual hunting as Orcs are absolutely terrible at tracking wild animals, but will fight with the creature themselves to try and test their strength and mettle and become legendary warriors who have taken down great beasts. In the eyes of other religions, the call of Vakgar is more of a life philosophy than an actual religion, which is why most Orcs can get away with not converting to Unionism in Regalia. There are certain parallels to be drawn between the religion and the mysterious history of the Orcs when they were still under the firm control of the avian Race of Guldar. As such, most scholars consider Orc religion more of a historical narrative than an actually enforced religion. It should come as no surprise that there is no real way to anger the Orc gods or commit heresy. The religion lacks any rulesets aside from the appraisal of both deities in various situations which just comes naturally to the Orcs, and sometimes Orcs can even convert to Unionism and upkeep their old Orc faith beliefs as they do not conflict with Unionist tenets.

Regarding Orc Tribes

While much on this page alludes to the non-existence of tribal communities of Orcs, they do actually exist, though very much on the fringes of Orc society, or even completely outside of it. Orcs who are outcasts and have their names cursed, or Orcs who pursue a life in brigandry usually end up forming warbands under warlords, and on independent territory away from the Pōlorcs. These tribal communities of Orcs work very different, in that they have broken down the caste structure and all subraces of Orcs are equal, but there is also no room for half-Orcs or non-Orc slaves. The tribes are brutal, giving into their Thrift and using it to empower their combat, while abandoning many of the things that make Orcs sophisticated by wearing dirty animal pelts, absconding personal hygiene, and living in tents and ignoring cultural pursuits. Orc tribes are usually exactly what Altalar project them to be, bloodthirsty and cruel even to their own kind, only accepting Orcs who were outcast and strong enough to survive on their own, and killing others who they deem too weak to survive and stealing the food they need to survive. These camps are generally strongly avoided by all other races because these Orcs survive in ways that are bordering on beastly. Some occasionally go to Regalia where they are sadly underestimated by non-Orcs as just being Yub-Yubs. It should come as no surprise that the Orcōn have a strong dislike of the tribal Orc populations, and any Pōlorc that is aware of such camps existing in its lands, sends forth army regiments in an attempt to purge them and rid their lands of potential chaos and crime. Very rarely, peaceful Orc tribes might also exist. These tribes are more melancholic and self-defacing in nature, meaning that the Orcs living among them are at the end of their ropes and ready to give up on never entering Orc society ever again. These camps are usually filled with alcoholics and deserters too cowardly to face punishment or responsibility for their crime. Pōlorcs usually actually do nothing about these camps, and even send them food supplies, even if that is considered an insult in Orc culture. This is because the leaders of Pōlorcs believe that a peaceful tribal camp is usually better than a rogue one, and that them sending food and said food being accepted is an expression of their military and social superiority, validating their belief that these Orcs are not suitable for Orc society and that their cursing and outcast status was justice.

Interactions and Customs

Orc Interactions and Customs provide an easily accessible list of small behavioral quirks that fall outside of the norm of Ailor behavior, and set Orcs apart from others. This list is not strictly speaking mandatory to observe, but can add extra immersion to Orc roleplay.

  • Orcōn look down on other Orcs who engage in childish, whimsical or “random” behavior in public. Childish behavior is called Yattōb, and while these kind of Orcs aren’t necessarily excluded from Orc society, they are kept away from more important and serious matters pertaining to battle and military planning.
  • Orcs have a greater tolerance for pain, but this does not mean that their pain is felt any less. Equally, their skin is softer than one might expect, and in nearly all cases devoid of any dry or rashy patches. Indeed, Orc skin is generally very elastic and well cared for in their bathhouses, and thus Orcs do not develop wrinkles until at a very advanced age. Orc bare skin on skin touching in a non-combat scenario is seen as extremely personal. Touching an Orc on bare skin without approval or permission is a quick way to draw one into a brawl.
  • Orc culture strictly worships the concept of “bigger Orc is better Orc”, and as such, size is always a strong factor in their relations to one another. The strength of an Orc is usually an indicator of how well they should be respected, but some variance does exist. Orcōn are not always the most respected, some lower castes who have skills that make them invaluable can still be respected more than the military Orcōn who are just soldiers with a number.
  • Orcs show deference with a right hand flat to the left side of their chest, while a normal greeting is a balled fist to the left side of the chest. The first stands for a willingness to back up greeting with strength, while an open hand indicates vulnerability and openness towards a person, or submission.
  • Orcs don’t necessarily see submission as a relation of one person who is stronger being able to defeat another person who is weaker. Submission sometimes also takes the form of one Orc submitting that another one is more intelligent, or submitting to their affection.
  • Gorak are unsurprisingly completely devoid of any gestures of respect and deference, but the other Orc species also don’t come to expect any of them. Gorak use their language to indicate submission, though are often not believed because of how artificial it comes across.
  • Orcs engage in much the same romantic gestures and intimate gestures as Ailor, but abhor the idea of doing this in public. Something that sets them apart from other Races however, is how Orcs see leg skin as inviting, and neck skin as very erotic to touch. Usually an Orc who is seeking intimacy with another Orc will progressively start baring leg-skin until the act is performed, while Orcs touching necks is considered an act of sexual intimacy. As such, Orcs always avoid necks in combat, and when among other Races, try very hard not to be touched on the neck.
  • Friendships across Castes of Orcs are not unusual. There is a hidden form of deference and respect in all castes (except the Gorak) for the work of the others (though the Nōthorc might see it more as a respect for obedience and loyalty). Orcōn are often very close with their Orctakcgaar steward of their Estate. In fact, many Orcōn and their Orctakcgaar end up being lovers due to their domestic proximity.
  • Helōcanc are not treated as poorly as other Race slaves are. They have basic protections in place that prevent extreme abuse, and it is actually possible for a Helōcanc to appeal to the Rakhōn for a new master, if their previous master can be proven to use excessive violence on them. That being said, excessive violence for some races can mean death, as Orcōn are permitted to use heavy beating and whipping to discipline their slaves.
  • Charity and giving things for free is almost not-done among Orcs, and can be seen as a form of insult. For someone to give things to an Orc who does not belong to the Orcōn caste, the insult is found in how they cannot keep what they got, as they have limited possession rights. For the Orcōn it’s a sign of saying that the gifter believes the receiver is unable to sustain themselves off their own Estate, which is either an insult to their own martial prowess, or their Orctakcgaar’s steward skills.
  • Orcs can get very defensive about their Estate, even the servant Arak and Gorak. It is akin to a football team support club. Fights breaking out between servants of two different Estates while their owners are away on a military mission are not uncommon, and sometimes found in the lowest rings of Pōlorcs.
  • Orcs actually love the act of laughing, and anything to make them laugh is greatly appreciated. Orcs in general are disciplined and serious people, but need a certain amount of depressurization to avoid becoming completely devoid of personality. While technically entertainers are looked down upon for not being physically imposing enough to join proper castes, they are still appreciated for what they do to keep Orcōn grounded among their peers.
  • Orcs, like Allar, actually engage in the act of growling when they grow irritated. They are the only non-animal race that engages in the act of growling, which is usually audible through a low-gutteral reverberation in the back of their throat, producing a low pitched growling sound.
  • Orcs do not actually have sweat glands like other Races, and instead produce a very temperature sensitive oily substance on their skin when they become overheated. This oily substance is actually seen as something that exemplifies an Orc’s physical fitness and peak condition, and is seen as something aesthetic on an Orc’s skin. An Orc will never permit their skin to be touched when it has been applied however, as this would ruin the consistent appearance of it, unless this was done by someone they wanted to be touched by.
  • Orcs like body tattooing, but completely avoid tattoos on the neck or legs, as these are considered intimate areas that must remain clean and untouched at all times by those who are not invited to do so.
  • Orcs can sometimes in a fit of anger at each other engage in the act of forehead bashing and tusk locking. This can sometimes be misunderstood by Ailor, as the proximity of the lips of the Orcs can almost be as close as kissing, but actually they try to use their tusks to joust against each other, pushing the other back by the merit of their neck muscles and jaw strength.
  • Orcs use shorthand names for the castes. Orctakc are just called Orc, Orctakcgaar are called Orgaar, Helōcanc are called Helloc, Nōthorc are called Nōth, Nōthyto are called Tyt, Ikōcanc are called Ikōn, Gornanc are called Gord and Yub-Yubs are just called that.
  • Offending a Rakhōn in passing while they are not present to defend themselves is extreme taboo in Orc culture, and liable to get an Orc to attack the offender to defend the honor of a Rakhōn, even if it is not the Rakhōn of the Pōlorc that the Orc belongs to.
  • Orcs who are seeking violent confrontation with someone continually fist and unclench their hands over and over. Orcs who are seeking intellectual debate with someone pat themselves on the shoulder, usually with their right arm on their left shoulder. Orcs who are seeking entertainment and are bored repeatedly line a finger down the middle of their chest. Orcs who are seeking intimacy from another Orc will start rubbing their hands over their own neck, while a request for intimacy is to rub the neck of another Orc.
  • Orcs look down in general on romantic relationships between Orcs and non-Orcs. While it is perfectly fine for an Orc to have a lover of a different Race, for an Orc to admit being in love with a non-Orc (which does not include Half-Orcs) is taboo.
  • Orcs never point their fingers at anyone, as pointing is considered vulgar and disgusting. Instead, when referring or trying to point at someone, they will raise an open hand with the palm pointed upwards, and all fingers extended flatly towards the person they want to point at. Equally, spitting is seen as something intensely insulting in Orc culture. Even people who spit passively in the presence of an Orc while not even conserving with them will see their spitting seen as an insult to the Orcs present.
  • Orcs have very strong possessive attitudes about their friends and romantic partner(s). It is quite normal for an Orc to be very controlling of who their significant other or friends hang out with, and what they do with others. This is largely because Orc possessions are so controlled in Orc society, that people are the only thing not controlled in quantity by the state, and Orcs become desperate to hold onto what they have.
  • Orc racism is strong, but a little less pronounced than it may be in other races. Orcs do not go out of their way to be vocally racist to other races, but excessively acknowledge the physical shortcomings of other races, and only truly appreciate the Url as being in their league in terms of physicality. That being said, even the Url are distinguished as uncivilized due to their rather tribal and borderline barbaric appearance at times, something the Orcs consider themselves as having lived past.
  • Communal bathing among Orcs is a frequently used way of fraternizing between soldiers, but also as a means to consider each other equal. As a general rule, Orcs keep their politics and social issues outside the door, and allow themselves to simply enjoy a bathing environment for what it is. In Regalia, bathing separation between Orc subspecies does not occur, so there, fraternization doubles as a way to get into a more laid-back contact with other orc species.
  • Orcs can become Mages, but not Sorcerers, and can also be Silven. That being said, Orcs do not look kindly opon children who showcase magical heritage or skills, and as such are known to actually smother Silven children in their crib, or mercykill children who show magical abilities at a young age. Orc society has the smallest population of magically inclined individuals, who either hide, or flee Orc society altogether.
  • Ranged weapons are considered dishonorable among the Orcōn, though Arak are allowed to use them due to their military necessity. Black powder weapons are an exception to the norm however, which the Orc call thunder weapons. Magic is also considered dishonorable, and any type of Ability that is used on an Orc is referred to as Uōjoron, or “Woojoo”, a short-hand name for “evil”. Orcs genuinely think that those who use Abilities are possessed by evil spirits that hate the living.

Trivia

  • Orcs once existed in great tribes with warchiefs and clans, however this tribal form of living has long since disappeared and was replaced with civilized communal living.
  • Orc women are generally considered ugly among other Races, but have a sort of exotic reputation among the men of the Ailor Race in particular for being the wildest, free-est and most skilled lovers of all Races.
  • Orcs age much faster than other Races. Most Orcs are physically mature at the age of 12 years old, even if their mind is still that of a teenager, until they are 15 years old, and become the mental equivalent of a 20 year old Ailor.
  • Orcs can surprisingly grow gray at a very young age, graying at around age 20. While some Orcs have been known to keep their hair color well into their sixties, some Orc have also been seen completely gray at the age of 30.

Accreditation
WritersMonMarty
ArtistsMonMarty
ProcessorsHydraLana, TheBioverse, Firefan96
Last EditorMonMarty on 02/3/2020.

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